vkd3d-shader/hlsl: Parse SRV structured buffers.

This commit is contained in:
Victor Chiletto
2025-02-25 16:58:14 -03:00
committed by Henri Verbeet
parent 161d463f3c
commit 5dbf859029
Notes: Henri Verbeet 2025-08-05 16:40:11 +02:00
Approved-by: Francisco Casas (@fcasas)
Approved-by: Elizabeth Figura (@zfigura)
Approved-by: Henri Verbeet (@hverbeet)
Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/1457
4 changed files with 37 additions and 13 deletions

View File

@@ -11106,6 +11106,12 @@ static bool sm4_generate_vsir_instr_ld(struct hlsl_ctx *ctx,
VKD3D_ASSERT(load->load_type == HLSL_RESOURCE_LOAD);
if (resource_type->sampler_dim == HLSL_SAMPLER_DIM_STRUCTURED_BUFFER)
{
hlsl_fixme(ctx, &load->node.loc, "Structured buffer loads.");
return false;
}
multisampled = resource_type->class == HLSL_CLASS_TEXTURE
&& (resource_type->sampler_dim == HLSL_SAMPLER_DIM_2DMS
|| resource_type->sampler_dim == HLSL_SAMPLER_DIM_2DMSARRAY);