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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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Alexandre Julliard
parent
2b0fd2a055
commit
ee764359d0
19
tests/hlsl-struct-array.shader_test
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19
tests/hlsl-struct-array.shader_test
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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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