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671fbfea
by Henri Verbeet at 2025-06-05T15:55:01+02:00
vkd3d-shader/msl: Ensure we have a non-NULL "resource_type_info" pointer in msl_ld().
Since we're going to dereference it.
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02d7d603
by Henri Verbeet at 2025-06-05T15:55:01+02:00
vkd3d-shader/msl: Reject cube and multi-sample texel fetches in msl_ld().
The cube variants are simply disallowed in Direct3D, and currently
mishandled by msl_ld(). It's less clear whether multi-sample fetches
should be allowed, and how they're supposed to behave if they are,
although typically the "ld2dms" instruction would be used for those.
They're not supported on the MSL side either way.
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6a93c503
by Henri Verbeet at 2025-06-05T15:55:01+02:00
vkd3d-shader/msl: Get rid of the "lod" field of struct msl_resource_type_info.
1D read() is specified to support a level/lod parameter. The MSL
specification claims it needs to be 0 because "mipmaps are not supported
for 1D textures", but that restriction isn't documented for the
"mipmapLevelCount" property of MTLTextureDescriptor. Other APIs do
supported mipmapped 1D textures. Multi-sample textures aren't supported
by msl_ld(), so we don't need to worry about them.
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fadcbf3e
by Henri Verbeet at 2025-06-05T15:55:01+02:00
vkd3d-shader/msl: Slightly improve the error messages for unspecified descriptor bindings.
This also makes them consistent with the ones used by the GLSL backend.
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0b829db1
by Henri Verbeet at 2025-06-05T15:55:01+02:00
vkd3d-shader/msl: Continue when the SRV descriptor binding isn't specified in msl_ld().
Mostly to aid debugging.