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vkd3d-shader/hlsl: Only allocate numeric bind count for SM1 numeric uniforms.
Unless they have register reservations, in which case the whole variable is still reserved.
This commit is contained in:
committed by
Alexandre Julliard
parent
573d511344
commit
f548644222
Notes:
Alexandre Julliard
2024-05-13 22:57:39 +02:00
Approved-by: Giovanni Mascellani (@giomasce) Approved-by: Henri Verbeet (@hverbeet) Approved-by: Elizabeth Figura (@zfigura) Approved-by: Alexandre Julliard (@julliard) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/851
@@ -26,7 +26,7 @@ float4 main() : sv_target
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uniform 0 float4 1 2 3 4
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uniform 4 float4 100 200 300 400
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draw quad
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todo probe all rgba (101, 202, 303, 404)
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probe all rgba (101, 202, 303, 404)
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[pixel shader]
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@@ -188,7 +188,7 @@ uniform 16 float4 41 42 43 44
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uniform 20 float4 51 52 53 54
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uniform 24 float4 61 62 63 64
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draw quad
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todo probe all rgba (31, 52, 61, 62)
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probe all rgba (31, 52, 61, 62)
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[pixel shader]
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