vkd3d/libs
Giovanni Mascellani 7412e66064 vkd3d-shader/spirv: Get rid of the "offset_component_count" field of struct vkd3d_spirv_resource_type.
The number of components needed for texel offsets is the number of
components needed to address a single image/layer of an array. I.e.,
"coordinate_component_count - 1" for array textures, and
"coordinate_component_count" for non-array textures.

This change will also fix sampling of cube textures with explicit
gradients. Because texel offsets are unsupported for cube textures,
"offset_component_count" is currently 0 for cube textures. However, the
SAMPLE_GRAD handler also uses "offset_component_count" to determine the
number of components needed for the explicit gradients, and SAMPLE_GRAD
is supposed to work with cube textures.

This commit fixes the compilation of shaders in Star Wars Jedi:
Survivor.
2024-11-12 19:12:47 +01:00
..
vkd3d vkd3d: Check the IASetVertexBuffers() view count against the device limits. 2024-11-06 21:43:32 +01:00
vkd3d-common vkd3d-common: Replace assert() with VKD3D_ASSERT(). 2024-08-13 21:20:28 +02:00
vkd3d-shader vkd3d-shader/spirv: Get rid of the "offset_component_count" field of struct vkd3d_spirv_resource_type. 2024-11-12 19:12:47 +01:00
vkd3d-utils vkd3d-utils: Return correct use masks during reflection. 2024-10-21 18:09:39 +02:00
.gitignore libs/vkd3d: Trace build version. 2018-06-27 22:43:49 +02:00