Add a D3D12 test for various VS/PS shader linkage scenarios

Fixed a bug that this new test uncovered. There are still several
draw calls that fail in this test, which can be fixed in future changes
This commit is contained in:
Steve Karolewics
2020-05-04 18:44:56 +01:00
committed by Baldur Karlsson
parent a8cf6f275e
commit f312dbba08
5 changed files with 396 additions and 2 deletions
+4 -2
View File
@@ -4873,8 +4873,10 @@ void GatherPSInputDataForInitialValues(const DXBC::DXBCContainer *dxbc,
if(sig.semanticName == psDxbc.InputSig[j].semanticName &&
nextIdx == psDxbc.InputSig[j].semanticIndex)
{
int jNumCols = (sig.regChannelMask & 0x1 ? 1 : 0) + (sig.regChannelMask & 0x2 ? 1 : 0) +
(sig.regChannelMask & 0x4 ? 1 : 0) + (sig.regChannelMask & 0x8 ? 1 : 0);
int jNumCols = (psDxbc.InputSig[j].regChannelMask & 0x1 ? 1 : 0) +
(psDxbc.InputSig[j].regChannelMask & 0x2 ? 1 : 0) +
(psDxbc.InputSig[j].regChannelMask & 0x4 ? 1 : 0) +
(psDxbc.InputSig[j].regChannelMask & 0x8 ? 1 : 0);
// if it's the same size, and it's at the start of the next register
if(jNumCols == numCols && psDxbc.InputSig[j].regChannelMask <= 0x3)