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

Matteo Bruni matteo.mystral at gmail.com
Thu Sep 30 14:26:52 CDT 2021


On Thu, Sep 30, 2021 at 9:16 PM Nikolay Sivov <nsivov at codeweavers.com> wrote:
>
>
>
> 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?

Probably? It's to be figured out. FWIW compiling the same shader
without the Texture -> Texture2D change with fxc gives me

error X3087: texture object does not have methods

which means the generic Texture object can't be used as is. Maybe it
can be if it's "specialized" (e.g. by redeclaring it as a specific
texture type) in the parent shader or something?

> +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.



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