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vkd3d-shader/hlsl: Skip implicit conversion if types are equal.
Otherwise we get false in implicit_compatible_data_types() when passing types that are equal but not convertible according to convertible_data_type(); e.g. getting: "Can't implicitly convert from Texture2D<float4> to Texture2D<float4>." Signed-off-by: Francisco Casas <fcasas@codeweavers.com>
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Notes:
Alexandre Julliard
2022-10-18 00:13:00 +02:00
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/7
@ -370,6 +370,9 @@ static struct hlsl_ir_node *add_implicit_conversion(struct hlsl_ctx *ctx, struct
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{
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struct hlsl_type *src_type = node->data_type;
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if (hlsl_types_are_equal(src_type, dst_type))
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return node;
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if (!implicit_compatible_data_types(src_type, dst_type))
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{
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struct vkd3d_string_buffer *src_string, *dst_string;
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@ -25,8 +25,8 @@ float4 main() : sv_target
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}
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[test]
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todo draw quad
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todo probe all rgba (0.2, 0.2, 0.2, 0.1)
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draw quad
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probe all rgba (0.2, 0.2, 0.2, 0.1)
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[pixel shader]
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