While struct and array fields within a struct always push the next fields numeric offset to the next register boundary, objects alone don't.
From: Francisco Casas fcasas@codeweavers.com
--- Makefile.am | 1 + tests/object-field-offsets.shader_test | 72 ++++++++++++++++++++++++++ 2 files changed, 73 insertions(+) create mode 100644 tests/object-field-offsets.shader_test
diff --git a/Makefile.am b/Makefile.am index 48991982..e823cd0e 100644 --- a/Makefile.am +++ b/Makefile.am @@ -130,6 +130,7 @@ vkd3d_shader_tests = \ tests/minimum-precision.shader_test \ tests/multiple-rt.shader_test \ tests/nointerpolation.shader_test \ + tests/object-field-offsets.shader_test \ tests/object-references.shader_test \ tests/pow.shader_test \ tests/preproc-if.shader_test \ diff --git a/tests/object-field-offsets.shader_test b/tests/object-field-offsets.shader_test new file mode 100644 index 00000000..a86ec5e2 --- /dev/null +++ b/tests/object-field-offsets.shader_test @@ -0,0 +1,72 @@ +[require] +shader model >= 5.0 + +[pixel shader] +struct apple { + float2 a; + + Texture2D tex; + sampler sam; + + float b; +}; + +uniform apple ap; + +float4 main() : sv_target +{ + return float4(ap.a, ap.b, 0); +} + +[test] +uniform 0 float4 1.0 2.0 3.0 4.0 +uniform 4 float4 5.0 6.0 7.0 8.0 +draw quad +todo probe all rgba (1.0, 2.0, 3.0, 0.0) + + +[pixel shader] +struct apple { + Texture2D tex; + sampler sam; +}; + +struct banana { + float2 a; + apple ap; + float b; +}; + +uniform banana ba; + +float4 main() : sv_target +{ + return float4(ba.a, ba.b, 0); +} + +[test] +uniform 0 float4 1.0 2.0 3.0 4.0 +uniform 4 float4 5.0 6.0 7.0 8.0 +draw quad +probe all rgba (1.0, 2.0, 5.0, 0.0) + + +[pixel shader] +struct apple { + float2 a; + Texture2D tex[2]; + float b; +}; + +uniform apple ap; + +float4 main() : sv_target +{ + return float4(ap.a, ap.b, 0); +} + +[test] +uniform 0 float4 1.0 2.0 3.0 4.0 +uniform 4 float4 5.0 6.0 7.0 8.0 +draw quad +probe all rgba (1.0, 2.0, 5.0, 0.0)
From: Francisco Casas fcasas@codeweavers.com
--- libs/vkd3d-shader/hlsl.c | 3 ++- tests/object-field-offsets.shader_test | 2 +- 2 files changed, 3 insertions(+), 2 deletions(-)
diff --git a/libs/vkd3d-shader/hlsl.c b/libs/vkd3d-shader/hlsl.c index 54f3292b..85b6ba8c 100644 --- a/libs/vkd3d-shader/hlsl.c +++ b/libs/vkd3d-shader/hlsl.c @@ -216,7 +216,8 @@ unsigned int hlsl_type_get_sm4_offset(const struct hlsl_type *type, unsigned int * (b) the type would cross a vec4 boundary; i.e. a vec3 and a * vec1 can be packed together, but not a vec3 and a vec2. */ - if (type->class > HLSL_CLASS_LAST_NUMERIC || (offset & 3) + type->reg_size[HLSL_REGSET_NUMERIC] > 4) + if (type->class == HLSL_CLASS_STRUCT || type->class == HLSL_CLASS_ARRAY + || (offset & 3) + type->reg_size[HLSL_REGSET_NUMERIC] > 4) return align(offset, 4); return offset; } diff --git a/tests/object-field-offsets.shader_test b/tests/object-field-offsets.shader_test index a86ec5e2..1e0ec68b 100644 --- a/tests/object-field-offsets.shader_test +++ b/tests/object-field-offsets.shader_test @@ -22,7 +22,7 @@ float4 main() : sv_target uniform 0 float4 1.0 2.0 3.0 4.0 uniform 4 float4 5.0 6.0 7.0 8.0 draw quad -todo probe all rgba (1.0, 2.0, 3.0, 0.0) +probe all rgba (1.0, 2.0, 3.0, 0.0)
[pixel shader]