vkd3d-shader/hlsl: Implement the ByteAddressBuffer.Load*() methods.

Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
This commit is contained in:
Nikolay Sivov
2024-11-04 16:57:06 +01:00
committed by Henri Verbeet
parent 1a28e7d9c6
commit e5ba79b4f1
Notes: Henri Verbeet 2024-11-06 23:01:27 +01:00
Approved-by: Elizabeth Figura (@zfigura)
Approved-by: Henri Verbeet (@hverbeet)
Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/1245
6 changed files with 161 additions and 8 deletions

View File

@@ -159,6 +159,7 @@ static struct resource *d3d12_runner_create_resource(struct shader_runner *r, co
srv_desc.ViewDimension = D3D12_SRV_DIMENSION_BUFFER;
srv_desc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
srv_desc.Buffer.NumElements = params->desc.width * params->desc.height;
srv_desc.Buffer.Flags = params->is_raw ? D3D12_BUFFER_SRV_FLAG_RAW : 0;
ID3D12Device_CreateShaderResourceView(device, resource->resource,
&srv_desc, get_cpu_descriptor_handle(test_context, runner->heap, resource->r.desc.slot));