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vkd3d-shader/hlsl: Allow lowering separate sampler arrays on deref offset 0.
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Notes:
Henri Verbeet
2024-12-10 15:58:19 +01:00
Approved-by: Elizabeth Figura (@zfigura) Approved-by: Henri Verbeet (@hverbeet) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/1303
@ -2806,6 +2806,16 @@ static struct hlsl_type *clone_texture_array_as_combined_sampler_array(struct hl
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return ctx->builtin_types.sampler[type->sampler_dim];
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}
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static bool deref_offset_is_zero(struct hlsl_ctx *ctx, const struct hlsl_deref *deref)
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{
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enum hlsl_regset regset = hlsl_deref_get_regset(ctx, deref);
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unsigned int index;
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if (!hlsl_regset_index_from_deref(ctx, deref, regset, &index))
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return false;
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return index == 0;
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}
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/* Lower samples from separate texture and sampler variables to samples from
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* synthetized combined samplers. That is, translate SM4-style samples in the
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* source to SM1-style samples in the bytecode. */
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@ -2832,10 +2842,9 @@ static bool lower_separate_samples(struct hlsl_ctx *ctx, struct hlsl_ir_node *in
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VKD3D_ASSERT(hlsl_type_is_resource(resource->data_type));
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VKD3D_ASSERT(hlsl_type_is_resource(sampler->data_type));
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if (sampler->data_type->class == HLSL_CLASS_ARRAY)
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if (sampler->data_type->class == HLSL_CLASS_ARRAY && !deref_offset_is_zero(ctx, &load->sampler))
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{
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/* Only supported by d3dcompiler if the sampler is the first component
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* of the sampler array. */
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/* Not supported by d3dcompiler. */
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hlsl_error(ctx, &instr->loc, VKD3D_SHADER_ERROR_HLSL_NOT_IMPLEMENTED,
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"Lower separated samples with sampler arrays.");
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return false;
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@ -114,7 +114,7 @@ if(sm<4) probe (0, 0) rgba(1, 1, 1, 11)
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if(sm>=4) probe (0, 0) rgba(10, 10, 10, 11)
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[pixel shader todo(sm<4)]
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[pixel shader]
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Texture2D tex;
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sampler sam[2];
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@ -124,7 +124,7 @@ float4 main() : sv_target
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}
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[test]
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todo(sm<4 | msl) draw quad
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todo(msl) draw quad
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probe (0, 0) rgba (21, 21, 21, 11)
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@ -206,7 +206,7 @@ if(sm<4) probe (0, 0) rgba(453021, 453021, 453021, 111111)
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if(sm>=4) probe (0, 0) rgba(12333, 12333, 12333, 111111)
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[pixel shader todo(sm<4)]
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[pixel shader]
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Texture2D texA;
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sampler samA[2];
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Texture2D texB[2];
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@ -221,7 +221,7 @@ float4 main() : sv_target
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}
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[test]
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todo(sm<4 | msl) draw quad
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todo(msl) draw quad
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if(sm<4) probe (0, 0) rgba(4351, 4351, 4351, 1111)
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if(sm>=4) probe (0, 0) rgba(3125, 3125, 3125, 1111)
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