On Thu Jun 8 04:56:46 2023 +0000, Nikolay Sivov wrote:
I don't understand what you are proposing to do. Treat combined case specially where? Turning all 1D to 2D right away does not work without extra logic to adjust coordinates in intrinsic_tex() for sm4, or later.
I'm trying to say that we can just implement tex1D(s, coords) as if it were tex2D(s, float2(coords.x, 0.5)) in the intrinsic handler. Similarly tex1Dproj(s, coords) can be tex2Dproj(s, float4(coords.x, 0.5, 0, coords.w)). The only potential difference is that native throws different garbage into the y coordinate, depending on shader target, but I'm not really sure that it matters.