[PATCH vkd3d 06/11] vkd3d-shader: Use full write mask for variables for array built-ins.
Philip Rebohle
philip.rebohle at tu-dortmund.de
Wed Oct 16 14:55:40 CDT 2019
Private variables are always vec4, so using a sparse write mask here
will lead to invalid code being generated when accessing the variable.
This is needed for the following commits.
Signed-off-by: Philip Rebohle <philip.rebohle at tu-dortmund.de>
---
libs/vkd3d-shader/spirv.c | 2 +-
1 file changed, 1 insertion(+), 1 deletion(-)
diff --git a/libs/vkd3d-shader/spirv.c b/libs/vkd3d-shader/spirv.c
index 76df8fc..74b6e52 100644
--- a/libs/vkd3d-shader/spirv.c
+++ b/libs/vkd3d-shader/spirv.c
@@ -4320,7 +4320,7 @@ static void vkd3d_dxbc_compiler_emit_output(struct vkd3d_dxbc_compiler *compiler
storage_class = SpvStorageClassOutput;
if ((use_private_variable = builtin && builtin->spirv_array_size))
- write_mask = dst->write_mask;
+ write_mask = VKD3DSP_WRITEMASK_ALL;
else if (get_shader_output_swizzle(compiler, signature_element->register_index) != VKD3D_NO_SWIZZLE
|| needs_private_io_variable(shader_signature, signature_element->register_index,
builtin, &output_component_count, &write_mask)
--
2.23.0
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