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