vkd3d-shader/hlsl: Make single-component swizzles retrieve a scalar.

This commit is contained in:
Francisco Casas
2023-01-05 12:13:46 -03:00
committed by Alexandre Julliard
parent edf86b2248
commit f33ca836d7
Notes: Alexandre Julliard 2023-01-26 23:11:28 +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/70
3 changed files with 12 additions and 8 deletions

View File

@@ -1,4 +1,4 @@
[pixel shader todo]
[pixel shader]
void sub2(in uniform float4 i, out float4 o)
{
o = i;
@@ -17,5 +17,5 @@ void main(in uniform float4 a, uniform float4 b, out float4 o : sv_target)
[test]
uniform 0 float4 0.1 0.0 0.0 0.0
uniform 4 float4 0.2 0.0 0.0 0.0
todo draw quad
probe all rgba (0.1, 0.2, 0.3, 0.4)
draw quad
todo probe all rgba (0.1, 0.2, 0.3, 0.4)

View File

@@ -37,7 +37,7 @@ float4 main() : SV_TARGET
}
[pixel shader todo]
[pixel shader]
float4 main() : SV_TARGET
{
float4 vec = {0, 1, 2, 3};
@@ -47,5 +47,5 @@ float4 main() : SV_TARGET
}
[test]
todo draw quad
todo probe all rgba (2.0, 2.0, 2.0, 2.0)
draw quad
probe all rgba (2.0, 2.0, 2.0, 2.0)