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vkd3d-shader/spirv: Do not require VKD3D_SHADER_BINDING_FLAG_IMAGE for sampler descriptors.
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Notes:
Henri Verbeet
2025-06-23 20:18:40 +02:00
Approved-by: Giovanni Mascellani (@giomasce) Approved-by: Henri Verbeet (@hverbeet) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/1579
@@ -3522,8 +3522,12 @@ static struct vkd3d_shader_descriptor_binding spirv_compiler_get_descriptor_bind
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goto done;
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}
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resource_type_flag = resource_type == VKD3D_SHADER_RESOURCE_BUFFER
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? VKD3D_SHADER_BINDING_FLAG_BUFFER : VKD3D_SHADER_BINDING_FLAG_IMAGE;
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if (resource_type == VKD3D_SHADER_RESOURCE_NONE)
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resource_type_flag = 0;
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else if (resource_type == VKD3D_SHADER_RESOURCE_BUFFER)
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resource_type_flag = VKD3D_SHADER_BINDING_FLAG_BUFFER;
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else
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resource_type_flag = VKD3D_SHADER_BINDING_FLAG_IMAGE;
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if (is_uav_counter)
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{
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@@ -3567,7 +3571,7 @@ static struct vkd3d_shader_descriptor_binding spirv_compiler_get_descriptor_bind
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{
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const struct vkd3d_shader_resource_binding *current = &shader_interface->bindings[i];
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if (!(current->flags & resource_type_flag))
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if ((current->flags & resource_type_flag) != resource_type_flag)
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continue;
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if (!spirv_compiler_check_shader_visibility(compiler, current->shader_visibility))
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@@ -438,7 +438,7 @@ static bool compile_d3d_code(struct vulkan_shader_runner *runner,
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binding->register_space = 0;
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binding->register_index = runner->r.samplers[i].slot;
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binding->shader_visibility = VKD3D_SHADER_VISIBILITY_ALL;
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binding->flags = VKD3D_SHADER_BINDING_FLAG_IMAGE;
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binding->flags = 0;
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binding->binding.set = 0;
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binding->binding.binding = runner->samplers[i].binding;
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binding->binding.count = 1;
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