vkd3d-shader/hlsl: Support non-constant vector indexing.

Non-constant vector indexing is not solved with relative addressing
in the register indexes because this indexation cannot be at the level
of register-components.

Mathematical operations must be used instead.
This commit is contained in:
Francisco Casas
2023-05-08 18:25:18 -04:00
committed by Alexandre Julliard
parent 6cfa8cf859
commit ebf7573571
Notes: Alexandre Julliard 2023-06-07 22:46:44 +02:00
Approved-by: Giovanni Mascellani (@giomasce)
Approved-by: Zebediah Figura (@zfigura)
Approved-by: Henri Verbeet (@hverbeet)
Approved-by: Alexandre Julliard (@julliard)
Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/207
7 changed files with 134 additions and 37 deletions

View File

@@ -1,6 +1,6 @@
% Use a uniform to prevent the compiler from optimizing.
[pixel shader todo]
[pixel shader]
uniform float i;
float4 main() : SV_TARGET
{
@@ -12,5 +12,5 @@ float4 main() : SV_TARGET
[test]
uniform 0 float 2
todo draw quad
draw quad
probe all rgba (0.5, 0.3, 0.8, 0.2)