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vkd3d-shader/hlsl: Implement the ByteAddressBuffer.Load*() methods.
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
This commit is contained in:
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
@@ -159,6 +159,7 @@ static struct resource *d3d12_runner_create_resource(struct shader_runner *r, co
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srv_desc.ViewDimension = D3D12_SRV_DIMENSION_BUFFER;
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srv_desc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
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srv_desc.Buffer.NumElements = params->desc.width * params->desc.height;
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srv_desc.Buffer.Flags = params->is_raw ? D3D12_BUFFER_SRV_FLAG_RAW : 0;
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ID3D12Device_CreateShaderResourceView(device, resource->resource,
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&srv_desc, get_cpu_descriptor_handle(test_context, runner->heap, resource->r.desc.slot));
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