[D3D12] ROV: Fix depth testing

This commit is contained in:
Triang3l
2018-10-15 23:16:34 +03:00
parent e455467c32
commit 6e9964b43e
2 changed files with 10 additions and 10 deletions

View File

@@ -1750,8 +1750,8 @@ void DxbcShaderTranslator::CompletePixelShader_WriteToROV_LoadColor(
shader_code_.push_back(
EncodeVectorReplicatedOperand(D3D10_SB_OPERAND_TYPE_TEMP, rt_index, 1));
shader_code_.push_back(edram_dword_offset_low_temp);
shader_code_.push_back(EncodeVectorSwizzledOperand(
D3D11_SB_OPERAND_TYPE_UNORDERED_ACCESS_VIEW, kSwizzleXYZW, 2));
shader_code_.push_back(EncodeVectorReplicatedOperand(
D3D11_SB_OPERAND_TYPE_UNORDERED_ACCESS_VIEW, 0, 2));
shader_code_.push_back(0);
shader_code_.push_back(0);
++stat_.instruction_count;
@@ -1806,8 +1806,8 @@ void DxbcShaderTranslator::CompletePixelShader_WriteToROV_LoadColor(
shader_code_.push_back(
EncodeVectorReplicatedOperand(D3D10_SB_OPERAND_TYPE_TEMP, rt_index, 1));
shader_code_.push_back(edram_dword_offset_high_temp);
shader_code_.push_back(EncodeVectorSwizzledOperand(
D3D11_SB_OPERAND_TYPE_UNORDERED_ACCESS_VIEW, kSwizzleXYZW, 2));
shader_code_.push_back(EncodeVectorReplicatedOperand(
D3D11_SB_OPERAND_TYPE_UNORDERED_ACCESS_VIEW, 0, 2));
shader_code_.push_back(0);
shader_code_.push_back(0);
++stat_.instruction_count;
@@ -3529,8 +3529,8 @@ void DxbcShaderTranslator::CompletePixelShader_WriteToROV() {
shader_code_.push_back(
EncodeVectorReplicatedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 3, 1));
shader_code_.push_back(system_temp_depth_);
shader_code_.push_back(EncodeVectorSwizzledOperand(
D3D11_SB_OPERAND_TYPE_UNORDERED_ACCESS_VIEW, kSwizzleXYZW, 2));
shader_code_.push_back(EncodeVectorReplicatedOperand(
D3D11_SB_OPERAND_TYPE_UNORDERED_ACCESS_VIEW, 0, 2));
shader_code_.push_back(0);
shader_code_.push_back(0);
++stat_.instruction_count;