vkd3d-shader/hlsl: Implement storing to a swizzled matrix.

This commit is contained in:
Yuxuan Shui
2024-05-29 16:22:41 +01:00
committed by Henri Verbeet
parent acc9d79fbb
commit ccb6150aab
Notes: Henri Verbeet 2024-06-20 12:44:01 +02:00
Approved-by: Elizabeth Figura (@zfigura)
Approved-by: Henri Verbeet (@hverbeet)
Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/895
2 changed files with 111 additions and 13 deletions

View File

@@ -155,7 +155,7 @@ todo(glsl) draw quad
probe (0, 0) rgba (40.0, 40.0, 40.0, 40.0)
[pixel shader todo]
[pixel shader]
float3 a;
float4 main() : sv_target
@@ -169,11 +169,11 @@ float4 main() : sv_target
[test]
uniform 0 float4 20 30 40 -1
todo(sm<6) draw quad
todo(sm<6) probe (0,0) rgba (10.0, 20.0, 30.0, 40.0)
todo(glsl) draw quad
probe (0,0) rgba (10.0, 20.0, 30.0, 40.0)
[pixel shader todo]
[pixel shader]
float3 a;
float4 main() : sv_target
@@ -187,12 +187,12 @@ float4 main() : sv_target
[test]
uniform 0 float4 20 30 80 -1
todo(sm<6) draw quad
todo(sm<6) probe (0,0) rgba (80.0, 30.0, 20.0, 10.0)
todo(glsl) draw quad
probe (0,0) rgba (80.0, 30.0, 20.0, 10.0)
% Cannot repeat components when assigning to a swizzle.
[pixel shader fail todo]
[pixel shader fail]
float4 main() : sv_target
{
float2x2 mat = {1, 2, 3, 4};