vkd3d: Implement component mapping for SRVs.

Signed-off-by: Józef Kucia <jkucia@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Józef Kucia
2019-03-22 15:11:37 +01:00
committed by Alexandre Julliard
parent 574cacdf15
commit eb741c9ecd
4 changed files with 136 additions and 5 deletions

View File

@@ -931,6 +931,10 @@ cpp_quote(" | (((w) & D3D12_SHADER_COMPONENT_MAPPING_MASK) << (D3D12_SHAD
cpp_quote(" | D3D12_SHADER_COMPONENT_MAPPING_ALWAYS_SET_BIT_AVOIDING_ZEROMEM_MISTAKES)")
cpp_quote("#define D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING D3D12_ENCODE_SHADER_4_COMPONENT_MAPPING(0, 1, 2, 3)")
cpp_quote("#define D3D12_DECODE_SHADER_4_COMPONENT_MAPPING(i, mapping) \\")
cpp_quote(" ((D3D12_SHADER_COMPONENT_MAPPING)(mapping >> (i * D3D12_SHADER_COMPONENT_MAPPING_SHIFT) \\")
cpp_quote(" & D3D12_SHADER_COMPONENT_MAPPING_MASK))")
typedef struct D3D12_BUFFER_SRV
{
UINT64 FirstElement;