From: Francisco Casas fcasas@codeweavers.com
--- libs/vkd3d-shader/hlsl_sm4.c | 16 ++++++++++++++-- tests/texture-load-offset.shader_test | 18 +++++++++--------- 2 files changed, 23 insertions(+), 11 deletions(-)
diff --git a/libs/vkd3d-shader/hlsl_sm4.c b/libs/vkd3d-shader/hlsl_sm4.c index 4059d618..1595e5be 100644 --- a/libs/vkd3d-shader/hlsl_sm4.c +++ b/libs/vkd3d-shader/hlsl_sm4.c @@ -1418,7 +1418,8 @@ static void write_sm4_constant(struct hlsl_ctx *ctx,
static void write_sm4_ld(struct hlsl_ctx *ctx, struct vkd3d_bytecode_buffer *buffer, const struct hlsl_type *resource_type, const struct hlsl_ir_node *dst, - const struct hlsl_deref *resource, const struct hlsl_ir_node *coords) + const struct hlsl_deref *resource, const struct hlsl_ir_node *coords, + const struct hlsl_ir_node *texel_offset) { bool uav = (resource_type->base_type == HLSL_TYPE_UAV); struct sm4_instruction instr; @@ -1427,6 +1428,16 @@ static void write_sm4_ld(struct hlsl_ctx *ctx, struct vkd3d_bytecode_buffer *buf memset(&instr, 0, sizeof(instr)); instr.opcode = uav ? VKD3D_SM5_OP_LD_UAV_TYPED : VKD3D_SM4_OP_LD;
+ if (texel_offset) + { + if (!encode_texel_offset_as_aoffimmi(&instr, texel_offset)) + { + hlsl_error(ctx, &texel_offset->loc, VKD3D_SHADER_ERROR_HLSL_INVALID_TEXEL_OFFSET, + "Offset must resolve to integer literal in the range -8 to 7."); + return; + } + } + sm4_dst_from_node(&instr.dsts[0], dst); instr.dst_count = 1;
@@ -2179,7 +2190,8 @@ static void write_sm4_resource_load(struct hlsl_ctx *ctx, switch (load->load_type) { case HLSL_RESOURCE_LOAD: - write_sm4_ld(ctx, buffer, resource_type, &load->node, &load->resource, coords); + write_sm4_ld(ctx, buffer, resource_type, &load->node, &load->resource, + coords, texel_offset); break;
case HLSL_RESOURCE_SAMPLE: diff --git a/tests/texture-load-offset.shader_test b/tests/texture-load-offset.shader_test index ab233c58..52b6a5f9 100644 --- a/tests/texture-load-offset.shader_test +++ b/tests/texture-load-offset.shader_test @@ -19,10 +19,10 @@ float4 main(float4 pos : sv_position) : sv_target
[test] draw quad -todo probe (0, 0) rgba (0, 1, 0, 1) -todo probe (1, 0) rgba (1, 1, 0, 1) -todo probe (0, 1) rgba (0, 2, 0, 1) -todo probe (1, 1) rgba (1, 2, 0, 1) +probe (0, 0) rgba (0, 1, 0, 1) +probe (1, 0) rgba (1, 1, 0, 1) +probe (0, 1) rgba (0, 2, 0, 1) +probe (1, 1) rgba (1, 2, 0, 1)
[pixel shader] @@ -36,13 +36,13 @@ float4 main(float4 pos : sv_position) : sv_target
[test] draw quad -todo probe (3, 0) rgba (1, 0, 0, 1) -todo probe (4, 0) rgba (2, 0, 0, 1) -todo probe (3, 1) rgba (1, 1, 0, 1) -todo probe (4, 1) rgba (2, 1, 0, 1) +probe (3, 0) rgba (1, 0, 0, 1) +probe (4, 0) rgba (2, 0, 0, 1) +probe (3, 1) rgba (1, 1, 0, 1) +probe (4, 1) rgba (2, 1, 0, 1)
-[pixel shader fail todo] +[pixel shader fail] Texture2D t;
float4 main(float4 pos : sv_position) : sv_target