vkd3d-shader/hlsl: Fix numeric register offset for matrix components.

This commit is contained in:
Francisco Casas 2024-04-11 16:55:06 -04:00 committed by Henri Verbeet
parent ade3daa311
commit ab01fedc5d
Notes: Henri Verbeet 2024-06-11 16:55:09 +02:00
Approved-by: Elizabeth Figura (@zfigura)
Approved-by: Henri Verbeet (@hverbeet)
Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/787

View File

@ -558,12 +558,14 @@ unsigned int hlsl_type_get_component_offset(struct hlsl_ctx *ctx, struct hlsl_ty
switch (type->class)
{
case HLSL_CLASS_SCALAR:
case HLSL_CLASS_VECTOR:
case HLSL_CLASS_MATRIX:
offset[HLSL_REGSET_NUMERIC] += idx;
break;
case HLSL_CLASS_MATRIX:
offset[HLSL_REGSET_NUMERIC] += 4 * idx;
break;
case HLSL_CLASS_STRUCT:
for (r = 0; r <= HLSL_REGSET_LAST; ++r)
offset[r] += type->e.record.fields[idx].reg_offset[r];
@ -594,6 +596,7 @@ unsigned int hlsl_type_get_component_offset(struct hlsl_ctx *ctx, struct hlsl_ty
case HLSL_CLASS_PASS:
case HLSL_CLASS_TECHNIQUE:
case HLSL_CLASS_VOID:
case HLSL_CLASS_SCALAR:
vkd3d_unreachable();
}
type = next_type;