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vkd3d-shader/hlsl: Remove SM1 fixme for matrix writemasks.
hlsl_ir_store instructions don't use writemasks for whole matrices.
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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
@ -2767,12 +2767,6 @@ static void d3dbc_write_store(struct d3dbc_compiler *d3dbc, const struct hlsl_ir
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.src_count = 1,
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};
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if (store->lhs.var->data_type->class == HLSL_CLASS_MATRIX)
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{
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hlsl_fixme(ctx, &instr->loc, "Lower matrix writemasks.");
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return;
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}
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if (store->lhs.var->is_output_semantic)
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{
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if (version->type == VKD3D_SHADER_TYPE_PIXEL && version->major == 1)
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@ -108,7 +108,7 @@ todo(glsl) draw quad
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probe (0, 0) rgba (3.0, 4.0, 50.0, 60.0)
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[pixel shader todo(sm<4)]
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[pixel shader]
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uniform float i;
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float4 main() : sv_target
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@ -120,7 +120,7 @@ float4 main() : sv_target
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[test]
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uniform 0 float 2
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todo(sm<4 | glsl) draw quad
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todo(glsl) draw quad
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probe (0, 0) rgba (8, 9, 10, 11)
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