[Git][wine/vkd3d][master] vkd3d-shader/dxil: Do not encode the offset twice for structured TGSM loads.
Henri Verbeet pushed to branch master at wine / vkd3d Commits: 4289ec60 by Giovanni Mascellani at 2025-05-05T15:14:26+02:00 vkd3d-shader/dxil: Do not encode the offset twice for structured TGSM loads. Currently structured TGSM loads are encoded to something like this: ld_structured sr12 <s:float>, sr1 <s:uint>, l(0) <s:uint>, g0[sr1 <s:uint> + 0] <s:float> Notice how the TGSM offset, expressed by sr1, is encoded twice in the instruction. In TPF there is no expectation of two indices in the resource source, so let's avoid producing it for DXIL as well. The same instruction will therefore become: ld_structured sr12 <s:float>, sr1 <s:uint>, l(0) <s:uint>, g0 <s:float> - - - - - 1 changed file: - libs/vkd3d-shader/dxil.c View it on GitLab: https://gitlab.winehq.org/wine/vkd3d/-/commit/4289ec60a1f79f68ea9bd3624141b5... -- View it on GitLab: https://gitlab.winehq.org/wine/vkd3d/-/commit/4289ec60a1f79f68ea9bd3624141b5... You're receiving this email because of your account on gitlab.winehq.org.
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Henri Verbeet (@hverbeet)