vkd3d-shader/spirv: Do not declare resources as multisampled if the sample count is 1.
It is illegal to match a SPIR-V multisampled resource to a Vulkan resource which is not multisampled. Vulkan considers a resource to be multisampled if its sample count is greater than 1 (and SPIR-V does not care about the sample count).
This fixes validation errors in the case where the sample count does actually match the resource. In order to provide correct behaviour when there is a mismatch, or when the sample count is missing, we will need yet another additional interface. In the absence of that it seems best to provide a best guess.
This fixes a validation error with the not-yet-committed merge request 135, when the d3d11 runner is run through Wine with the Vulkan backend.
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Unfortunate. How does this interact with the target environment? I.e., does this patch do the right thing when VKD3D_SHADER_SPIRV_ENVIRONMENT_OPENGL_4_5 is specified?
The GL spec (and the ARB_gl_spirv spec), as far as I can find, is annoyingly vague about how GLSL sampler types correspond to GL texture bindings, and doesn't seem to specify at all how SPIR-V image types correspond to GL texture bindings (or, for that matter, how GLSL sampler types correspond to SPIR-V image types).
I can only assume that sampler2D <-> SPIRV MS = 0 <-> GL_TEXTURE_2D, and sampler2DMS <-> SPIRV MS = 1 <-> GL_TEXTURE_2D_MULTISAMPLE. That seems like the only reasonable mapping, and it'd be consistent with how GLSL maps to GL when SPIR-V isn't involved. In that case this patch should do the right thing.
added 16 commits
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6cf0bb09...dfe923ea - 15 commits from branch
wine:master
- d8ef0c69 - vkd3d-shader/spirv: Do not declare resources as multisampled if the sample count is 1.
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6cf0bb09...dfe923ea - 15 commits from branch