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vkd3d-shader/hlsl: Correctly calculate offsets for array elements.
Signed-off-by: Matteo Bruni <mbruni@codeweavers.com> Signed-off-by: Giovanni Mascellani <gmascellani@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -96,6 +96,7 @@ vkd3d_shader_tests = \
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tests/hlsl-state-block-syntax.shader_test \
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tests/hlsl-static-initializer.shader_test \
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tests/hlsl-storage-qualifiers.shader_test \
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tests/hlsl-struct-array.shader_test \
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tests/hlsl-struct-assignment.shader_test \
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tests/hlsl-struct-semantics.shader_test \
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tests/hlsl-vector-indexing.shader_test \
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@ -339,7 +340,6 @@ XFAIL_TESTS = \
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tests/hlsl-majority-pragma.shader_test \
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tests/hlsl-majority-typedef.shader_test \
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tests/hlsl-mul.shader_test \
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tests/hlsl-nested-arrays.shader_test \
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tests/hlsl-numeric-constructor-truncation.shader_test \
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tests/hlsl-numeric-types.shader_test \
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tests/hlsl-return-implicit-conversion.shader_test \
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@ -202,6 +202,13 @@ static void hlsl_type_calculate_reg_size(struct hlsl_ctx *ctx, struct hlsl_type
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}
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}
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/* Returns the size of a type, considered as part of an array of that type.
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* As such it includes padding after the type. */
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unsigned int hlsl_type_get_array_element_reg_size(const struct hlsl_type *type)
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{
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return align(type->reg_size, 4);
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}
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static struct hlsl_type *hlsl_new_type(struct hlsl_ctx *ctx, const char *name, enum hlsl_type_class type_class,
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enum hlsl_base_type base_type, unsigned dimx, unsigned dimy)
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{
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@ -783,6 +783,7 @@ bool hlsl_scope_add_type(struct hlsl_scope *scope, struct hlsl_type *type);
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struct hlsl_type *hlsl_type_clone(struct hlsl_ctx *ctx, struct hlsl_type *old,
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unsigned int default_majority, unsigned int modifiers);
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unsigned int hlsl_type_component_count(struct hlsl_type *type);
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unsigned int hlsl_type_get_array_element_reg_size(const struct hlsl_type *type);
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unsigned int hlsl_type_get_sm4_offset(const struct hlsl_type *type, unsigned int offset);
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bool hlsl_types_are_equal(const struct hlsl_type *t1, const struct hlsl_type *t2);
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@ -607,7 +607,7 @@ static struct hlsl_ir_load *add_array_load(struct hlsl_ctx *ctx, struct list *in
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return NULL;
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}
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if (!(c = hlsl_new_uint_constant(ctx, data_type->reg_size, loc)))
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if (!(c = hlsl_new_uint_constant(ctx, hlsl_type_get_array_element_reg_size(data_type), loc)))
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return NULL;
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list_add_tail(instrs, &c->node.entry);
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if (!(mul = hlsl_new_binary_expr(ctx, HLSL_OP2_MUL, index, &c->node)))
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@ -621,7 +621,7 @@ static bool split_array_copies(struct hlsl_ctx *ctx, struct hlsl_ir_node *instr,
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if (type->type != HLSL_CLASS_ARRAY)
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return false;
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element_type = type->e.array.type;
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element_size = element_type->reg_size;
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element_size = hlsl_type_get_array_element_reg_size(element_type);
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for (i = 0; i < type->e.array.elements_count; ++i)
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{
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19
tests/hlsl-struct-array.shader_test
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19
tests/hlsl-struct-array.shader_test
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@ -0,0 +1,19 @@
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% In SM4, array elements are always aligned to the next vec4, although structs are not.
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[pixel shader]
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uniform struct
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{
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float p, q;
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} colours[3];
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float4 main() : sv_target
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{
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return float4(colours[0].q, colours[1].p, colours[2].q, colours[2].p);
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}
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[test]
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uniform 0 float4 0.1 0.2 0.0 0.0
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uniform 4 float4 0.3 0.4 0.0 0.0
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uniform 8 float4 0.5 0.6 0.0 0.0
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draw quad
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probe all rgba (0.2, 0.3, 0.6, 0.5)
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