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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
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committed by
Baldur Karlsson
parent
a8cf6f275e
commit
f312dbba08
@@ -4873,8 +4873,10 @@ void GatherPSInputDataForInitialValues(const DXBC::DXBCContainer *dxbc,
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if(sig.semanticName == psDxbc.InputSig[j].semanticName &&
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nextIdx == psDxbc.InputSig[j].semanticIndex)
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{
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int jNumCols = (sig.regChannelMask & 0x1 ? 1 : 0) + (sig.regChannelMask & 0x2 ? 1 : 0) +
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(sig.regChannelMask & 0x4 ? 1 : 0) + (sig.regChannelMask & 0x8 ? 1 : 0);
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int jNumCols = (psDxbc.InputSig[j].regChannelMask & 0x1 ? 1 : 0) +
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(psDxbc.InputSig[j].regChannelMask & 0x2 ? 1 : 0) +
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(psDxbc.InputSig[j].regChannelMask & 0x4 ? 1 : 0) +
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(psDxbc.InputSig[j].regChannelMask & 0x8 ? 1 : 0);
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// if it's the same size, and it's at the start of the next register
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if(jNumCols == numCols && psDxbc.InputSig[j].regChannelMask <= 0x3)
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