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vkd3d-shader/hlsl: Emit fixme on non-direct resource stores.
Co-authored-by: Giovanni Mascellani <gmascellani@codeweavers.com> These may happen when storing to structured buffers, and we are not handling them properly yet. The included test reaches unreacheable code before this patch. Storing to buffers is complicated since we need to split the index chain in two paths: - The path within the variable where the resource is. - The subpath to the part of the resource element that is being stored to. For now, we will emit a fixme when the index chain in the lhs is not a direct resource access.
This commit is contained in:
committed by
Alexandre Julliard
parent
315b7c5a42
commit
8df34fce62
Notes:
Alexandre Julliard
2024-02-19 22:59:52 +01:00
Approved-by: Giovanni Mascellani (@giomasce) Approved-by: Zebediah Figura (@zfigura) Approved-by: Henri Verbeet (@hverbeet) Approved-by: Alexandre Julliard (@julliard) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/655
@ -108,3 +108,18 @@ float4 main() : sv_target1
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{
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return 0;
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}
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[pixel shader todo]
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struct apple
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{
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float3 a, x;
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};
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RWStructuredBuffer<apple> u;
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float4 main() : sv_target
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{
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u[0].x = float3(30.0, 40.0, 50.0);
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return 0;
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}
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