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vkd3d-shader/d3d-asm: Use vkd3d_shader_register.dimension to know when to dump swizzle.
The assumption that sampler registers never have a swizzle is not totally correct. For instance, for the following shader: Texture2D tex; sampler sam; float4 main() : sv_target { return tex.GatherGreen(sam, float2(0, 0)); } the gather instruction is being disassembled as gather4_indexable(texture2d) o0.xyzw, l(0.0, 0.0, 0.0, 0.0), t0.xyzw, s0 instead of gather4_indexable(texture2d)(float,float,float,float) o0.xyzw, l(0.0, 0.0, 0.0, 0.0), t0.xyzw, s0.y (notice the missing swizzle in the last parameter s0). This is because the Gather instructions give the sampler register a vec4 dimension (and scalar swizzle type) to indicate the channel for the gather operation. The solution is using the new vkd3d_shader_register.dimension instead of checking the swizzle type.
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Alexandre Julliard
2023-09-27 23:00:17 +02:00
Approved-by: Giovanni Mascellani (@giomasce) Approved-by: Henri Verbeet (@hverbeet) Approved-by: Alexandre Julliard (@julliard) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/369
@ -1330,7 +1330,7 @@ static void shader_dump_src_param(struct vkd3d_d3d_asm_compiler *compiler,
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}
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if (param->reg.type != VKD3DSPR_IMMCONST && param->reg.type != VKD3DSPR_IMMCONST64
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&& param->reg.type != VKD3DSPR_SAMPLER)
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&& param->reg.dimension == VSIR_DIMENSION_VEC4)
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{
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unsigned int swizzle_x = vkd3d_swizzle_get_component(swizzle, 0);
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unsigned int swizzle_y = vkd3d_swizzle_get_component(swizzle, 1);
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