vkd3d-shader/hlsl: Use reg_size as component count when allocating a single register.

Otherwise, for instance, the added test results in:

debug_hlsl_writemask: Assertion `!(writemask & ~VKD3DSP_WRITEMASK_ALL)' failed.

Which happens in allocate_variable_temp_register() when the variable's
type reg_size is <= 4 but its component count is larger, which may
happen if it contains objects.
This commit is contained in:
Francisco Casas
2022-10-31 12:35:16 -03:00
committed by Alexandre Julliard
parent 90e6e418a3
commit f21693b284
Notes: Alexandre Julliard 2022-11-10 22:56:31 +01:00
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/42
2 changed files with 29 additions and 4 deletions

View File

@@ -118,3 +118,28 @@ float4 main() : sv_target
{
return tex[n].Load(0);
}
[pixel shader todo]
Texture2D tex;
uniform float f;
struct apple
{
Texture2D tex1;
Texture2D tex2;
float3 aa;
};
float4 main() : sv_target
{
struct apple a = {tex, tex, 1.0, 2.0, 3.0};
a.aa += f;
return a.aa.xyzx;
}
[test]
uniform 0 float 10.0
todo draw quad
todo probe (0, 0) rgba (11.0, 12.0, 13.0, 11.0)