vkd3d-shader/hlsl: Respect the deref offset for uniforms in sm4_register_from_deref().

Signed-off-by: Giovanni Mascellani <gmascellani@codeweavers.com>
Signed-off-by: Zebediah Figura <zfigura@codeweavers.com>
Signed-off-by: Matteo Bruni <mbruni@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Giovanni Mascellani
2021-09-23 15:42:50 +02:00
committed by Alexandre Julliard
parent 6f85aad54b
commit 62b25bc52b
3 changed files with 21 additions and 16 deletions

View File

@@ -612,12 +612,14 @@ static void sm4_register_from_deref(struct hlsl_ctx *ctx, struct sm4_register *r
if (var->is_uniform)
{
unsigned int offset = hlsl_offset_from_deref(deref) + var->buffer_offset;
reg->type = VKD3D_SM4_RT_CONSTBUFFER;
reg->dim = VKD3D_SM4_DIMENSION_VEC4;
reg->idx[0] = var->buffer->reg.id;
reg->idx[1] = var->buffer_offset / 4;
reg->idx[1] = offset / 4;
reg->idx_count = 2;
*writemask = ((1u << data_type->dimx) - 1) << (var->buffer_offset & 3);
*writemask = ((1u << data_type->dimx) - 1) << (offset & 3);
}
else if (var->is_input_semantic)
{