3 Aug
2023
3 Aug
'23
3:03 p.m.
This doesn't look harmful, but why do we force inputs to have 4 components, even if not in the case of vertex shaders?
Same answer as always: that's how native does it :-) Which is to say, for vertex shaders, inputs are declared with an .xyzw writemask, and for pixel shaders, they're declared with a writemask corresponding to the actual type. We could potentially deal with this in the sm1 backend, by e.g. writing an .xyzw writemask regardless of what the actual type is. -- https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/293#note_41221