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vkd3d-shader/d3dbc: Normalise I/O register write masks when not disassembling.
Sometimes SM1-3 shaders contain write masks that exceed the signature element masks. That happens because SM1-3 shaders do not have a concept of signature and signature masks, and OTOH aren't always able to express any given write mask. In VSIR we don't want to deal with I/O register masks exceeding the corresponding signature element mask or usage mask, because, for instance, for higher shader models it can complicate dealing with DCL_INDEX_RANGE. In order to have uniform rules for all shader models we normalise masks coming from SM1-3 shaders. We don't do that normalisation when disassembling, in order to preserve the expected output.
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Henri Verbeet
parent
64126a00c3
commit
dd0ed989a1
Notes:
Henri Verbeet
2024-12-12 17:48:46 +01:00
Approved-by: Giovanni Mascellani (@giomasce) Approved-by: Francisco Casas (@fcasas) Approved-by: Henri Verbeet (@hverbeet) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/1311
@@ -1411,6 +1411,7 @@ enum vsir_control_flow_type
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enum vsir_normalisation_level
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{
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VSIR_NORMALISED_SM1,
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VSIR_NORMALISED_SM4,
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VSIR_NORMALISED_HULL_CONTROL_POINT_IO,
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VSIR_NORMALISED_SM6,
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