vkd3d-shader/hlsl: Remove SM1 fixme for matrix writemasks.

hlsl_ir_store instructions don't use writemasks for whole matrices.
This commit is contained in:
Francisco Casas 2024-07-24 17:59:58 -04:00 committed by Henri Verbeet
parent 9f515a9daa
commit 87f01f5205
Notes: Henri Verbeet 2024-08-08 23:47:10 +02:00
Approved-by: Elizabeth Figura (@zfigura)
Approved-by: Henri Verbeet (@hverbeet)
Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/936
2 changed files with 2 additions and 8 deletions

View File

@ -2767,12 +2767,6 @@ static void d3dbc_write_store(struct d3dbc_compiler *d3dbc, const struct hlsl_ir
.src_count = 1,
};
if (store->lhs.var->data_type->class == HLSL_CLASS_MATRIX)
{
hlsl_fixme(ctx, &instr->loc, "Lower matrix writemasks.");
return;
}
if (store->lhs.var->is_output_semantic)
{
if (version->type == VKD3D_SHADER_TYPE_PIXEL && version->major == 1)

View File

@ -108,7 +108,7 @@ todo(glsl) draw quad
probe (0, 0) rgba (3.0, 4.0, 50.0, 60.0)
[pixel shader todo(sm<4)]
[pixel shader]
uniform float i;
float4 main() : sv_target
@ -120,7 +120,7 @@ float4 main() : sv_target
[test]
uniform 0 float 2
todo(sm<4 | glsl) draw quad
todo(glsl) draw quad
probe (0, 0) rgba (8, 9, 10, 11)