Henri Verbeet pushed to branch master at wine / vkd3d
Commits: d4042259 by Elizabeth Figura at 2025-05-14T14:09:21+02:00 vkd3d-shader/ir: Merge tess factor used masks together.
Encountered with the domain shader in test_domain_shader_one_patch_constant_input().
- - - - - 65e1ef04 by Elizabeth Figura at 2025-05-14T14:09:28+02:00 vkd3d-shader/spirv: Return void from spirv_compiler_emit_input().
- - - - - 8f661699 by Elizabeth Figura at 2025-05-14T14:09:28+02:00 vkd3d-shader/spirv: Do not declare inputs with an empty used_mask.
This is motivated by SampleId, whose presence or absence determines whether a fragment shader runs at sample frequency or not.
In HLSL, if SV_SampleIndex is declared but not used, this results in a signature entry, but no dcl instruction (and a zero used mask in the signature entry). Whether the shader will actually run at sample frequency is inconsistent. NVidia does, AMD does not, and WARP does for d3d12 but not for d3d11.
Previously vkd3d-shader relied on the dcl instruction, thereby aligning with AMD. This was changed by 66cb2815f0662713c3255113255cfd7cf5e406fb. This commit restores the previous behaviour.
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2 changed files:
- libs/vkd3d-shader/ir.c - libs/vkd3d-shader/spirv.c
View it on GitLab: https://gitlab.winehq.org/wine/vkd3d/-/compare/d4032f7d09b4d34d3da3cb2bf5521...