HLSL: Add shape conversions for scalar -> vector assigments.
Also, this allows turning on the error check for a failed assigment when parsing. This makes 39 HLSL tests have a working assignment that was previously silently dropped, due to lack of this functionality.
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@@ -26,6 +26,16 @@ ERROR: node is still EOpNull!
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0:17 'g_tTex2dmsf4a' (uniform texture2DMSArray)
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0:17 Constant:
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0:17 2 (const int)
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0:19 move second child to first child (temp 4-component vector of float)
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0:19 Color: direct index for structure (temp 4-component vector of float)
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0:19 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
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0:19 Constant:
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0:19 0 (const int)
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0:19 Constant:
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0:19 1.000000
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0:19 1.000000
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0:19 1.000000
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0:19 1.000000
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0:20 move second child to first child (temp float)
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0:20 Depth: direct index for structure (temp float FragDepth)
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0:20 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
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@@ -66,6 +76,16 @@ ERROR: node is still EOpNull!
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0:17 'g_tTex2dmsf4a' (uniform texture2DMSArray)
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0:17 Constant:
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0:17 2 (const int)
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0:19 move second child to first child (temp 4-component vector of float)
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0:19 Color: direct index for structure (temp 4-component vector of float)
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0:19 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
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0:19 Constant:
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0:19 0 (const int)
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0:19 Constant:
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0:19 1.000000
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0:19 1.000000
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0:19 1.000000
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0:19 1.000000
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0:20 move second child to first child (temp float)
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0:20 Depth: direct index for structure (temp float FragDepth)
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0:20 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
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