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vkd3d-shader: Remove the workaround for sample_c.
The current workaround is broken for texture cube arrays, which already have 4 components. Sampling with the components not packed together apparently succeeds with newer NVidia drivers, so just remove the workaround. Tested with 470.103.01 on a GTX 1060. Wine-Bug: https://bugs.winehq.org/show_bug.cgi?id=52886 Signed-off-by: Zebediah Figura <zfigura@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -8336,10 +8336,10 @@ static void vkd3d_dxbc_compiler_emit_sample(struct vkd3d_dxbc_compiler *compiler
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static void vkd3d_dxbc_compiler_emit_sample_c(struct vkd3d_dxbc_compiler *compiler,
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static void vkd3d_dxbc_compiler_emit_sample_c(struct vkd3d_dxbc_compiler *compiler,
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const struct vkd3d_shader_instruction *instruction)
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const struct vkd3d_shader_instruction *instruction)
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{
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{
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uint32_t sampled_type_id, coordinate_id, dref_id, val_id, type_id;
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struct vkd3d_spirv_builder *builder = &compiler->spirv_builder;
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struct vkd3d_spirv_builder *builder = &compiler->spirv_builder;
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const struct vkd3d_shader_dst_param *dst = instruction->dst;
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const struct vkd3d_shader_dst_param *dst = instruction->dst;
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const struct vkd3d_shader_src_param *src = instruction->src;
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const struct vkd3d_shader_src_param *src = instruction->src;
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uint32_t sampled_type_id, coordinate_id, dref_id, val_id;
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SpvImageOperandsMask operands_mask = 0;
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SpvImageOperandsMask operands_mask = 0;
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unsigned int image_operand_count = 0;
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unsigned int image_operand_count = 0;
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struct vkd3d_shader_image image;
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struct vkd3d_shader_image image;
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@ -8371,10 +8371,6 @@ static void vkd3d_dxbc_compiler_emit_sample_c(struct vkd3d_dxbc_compiler *compil
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sampled_type_id = vkd3d_spirv_get_type_id(builder, image.sampled_type, 1);
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sampled_type_id = vkd3d_spirv_get_type_id(builder, image.sampled_type, 1);
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coordinate_id = vkd3d_dxbc_compiler_emit_load_src(compiler, &src[0], VKD3DSP_WRITEMASK_ALL);
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coordinate_id = vkd3d_dxbc_compiler_emit_load_src(compiler, &src[0], VKD3DSP_WRITEMASK_ALL);
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dref_id = vkd3d_dxbc_compiler_emit_load_src(compiler, &src[3], VKD3DSP_WRITEMASK_0);
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dref_id = vkd3d_dxbc_compiler_emit_load_src(compiler, &src[3], VKD3DSP_WRITEMASK_0);
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/* XXX: Nvidia is broken and expects that the D_ref is packed together with coordinates. */
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type_id = vkd3d_spirv_get_type_id(builder, VKD3D_SHADER_COMPONENT_FLOAT, VKD3D_VEC4_SIZE);
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coordinate_id = vkd3d_spirv_build_op_composite_insert1(builder,
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type_id, dref_id, coordinate_id, image.resource_type_info->coordinate_component_count);
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val_id = vkd3d_spirv_build_op_image_sample_dref(builder, op, sampled_type_id,
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val_id = vkd3d_spirv_build_op_image_sample_dref(builder, op, sampled_type_id,
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image.sampled_image_id, coordinate_id, dref_id, operands_mask,
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image.sampled_image_id, coordinate_id, dref_id, operands_mask,
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image_operands, image_operand_count);
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image_operands, image_operand_count);
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