[PATCH 2/6] d3d10/effect: Go through both local and shared variables when looking for shader resources.

Nikolay Sivov nsivov at codeweavers.com
Thu Sep 30 14:15:57 CDT 2021



On 9/30/21 10:03 PM, Matteo Bruni wrote:
>>  BlendState s_blendstate;
>> -Texture s_texture;
>> +Texture2D s_texture;
>>  PixelShader ps;
> I'm curious if that change made any difference.
>
It has to match "shared" type I think. And I believe I had to change
from "Texture", to get Load() call to compile. I have to admit, I don't
understand what non-specific "Texture" type implies exactly. Does it
mean I can use any texture type for it?

> +float4 PS( float4 pos : SV_POSITION ) : SV_Target
> +{
> +    return s_texture.Load(int3(0,0,0));
> +}
> +
> +PixelShader vs = CompileShader(ps_4_0, PS());
> Of course it doesn't matter but I'd rather not use "vs" for a pixel
> shader variable name...
Eh, of course.
-------------- next part --------------
An HTML attachment was scrubbed...
URL: <http://www.winehq.org/pipermail/wine-devel/attachments/20210930/a570bd91/attachment.htm>


More information about the wine-devel mailing list