diff options
author | Hans-Kristian Arntzen <post@arntzen-software.no> | 2021-01-22 14:17:05 +0300 |
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committer | Hans-Kristian Arntzen <post@arntzen-software.no> | 2021-01-22 14:30:16 +0300 |
commit | 7ab3f3f74e0cf8fbecfeb5d141000ea779596fd3 (patch) | |
tree | cabdecb3083e0f59d969e2a29891945b30d87b4a /reference/shaders-hlsl | |
parent | 66fb0bd9df04f3eba3bcccbf14f7394ec2fa05c7 (diff) |
Deal better with CompositeExtract from constant composite.
There is no good reason for applications to emit this kind of code, but
some do. Special case this scenario.
Diffstat (limited to 'reference/shaders-hlsl')
-rw-r--r-- | reference/shaders-hlsl/frag/combined-texture-sampler-parameter.frag | 2 | ||||
-rw-r--r-- | reference/shaders-hlsl/frag/combined-texture-sampler-shadow.frag | 2 |
2 files changed, 2 insertions, 2 deletions
diff --git a/reference/shaders-hlsl/frag/combined-texture-sampler-parameter.frag b/reference/shaders-hlsl/frag/combined-texture-sampler-parameter.frag index 7fcff423..66330805 100644 --- a/reference/shaders-hlsl/frag/combined-texture-sampler-parameter.frag +++ b/reference/shaders-hlsl/frag/combined-texture-sampler-parameter.frag @@ -22,7 +22,7 @@ float4 samp3(Texture2D<float4> s, SamplerState _s_sampler) float samp4(Texture2D<float4> s, SamplerComparisonState _s_sampler) { - return s.SampleCmp(_s_sampler, 1.0f.xxx.xy, 1.0f.xxx.z); + return s.SampleCmp(_s_sampler, 1.0f.xxx.xy, 1.0f); } float samp(Texture2D<float4> s0, SamplerState _s0_sampler, Texture2D<float4> s1, SamplerComparisonState _s1_sampler) diff --git a/reference/shaders-hlsl/frag/combined-texture-sampler-shadow.frag b/reference/shaders-hlsl/frag/combined-texture-sampler-shadow.frag index af5b0b55..8d48008d 100644 --- a/reference/shaders-hlsl/frag/combined-texture-sampler-shadow.frag +++ b/reference/shaders-hlsl/frag/combined-texture-sampler-shadow.frag @@ -11,7 +11,7 @@ struct SPIRV_Cross_Output float samp2(Texture2D<float4> t, SamplerComparisonState s) { - return t.SampleCmp(s, 1.0f.xxx.xy, 1.0f.xxx.z); + return t.SampleCmp(s, 1.0f.xxx.xy, 1.0f); } float samp3(Texture2D<float4> t, SamplerState s) |