vkd3d-shader: Don't shift output array component write mask.

Fixes an assertion when compiling shaders with more than four
clip or cull distances. Output arrays are arrays of scalars,
so shifting the write mask is not very meaningful.

Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Philip Rebohle 2019-10-16 21:55:35 +02:00 committed by Alexandre Julliard
parent c002aee119
commit 907d733ffe

View File

@ -4536,7 +4536,7 @@ static void vkd3d_dxbc_compiler_emit_store_shader_output(struct vkd3d_dxbc_compi
ptr_type_id, output_id, vkd3d_dxbc_compiler_get_constant_uint(compiler, index));
object_id = vkd3d_dxbc_compiler_emit_swizzle(compiler, val_id,
write_mask, output_info->component_type, VKD3D_NO_SWIZZLE, VKD3DSP_WRITEMASK_0 << i);
vkd3d_dxbc_compiler_emit_store(compiler, chain_id, VKD3DSP_WRITEMASK_0 << index,
vkd3d_dxbc_compiler_emit_store(compiler, chain_id, VKD3DSP_WRITEMASK_0,
output_info->component_type, SpvStorageClassOutput, VKD3DSP_WRITEMASK_0 << i, object_id);
++index;
}