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vkd3d-shader/glsl: Handle SV_INSTANCE_ID inputs.
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Notes:
Henri Verbeet
2025-09-01 15:21:55 +02:00
Approved-by: Henri Verbeet (@hverbeet) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/1705
@@ -1286,6 +1286,13 @@ static void shader_glsl_print_sysval_name(struct vkd3d_string_buffer *buffer, st
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vkd3d_string_buffer_printf(buffer, "intBitsToFloat(ivec4(gl_VertexID, 0, 0, 0))");
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break;
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case VKD3D_SHADER_SV_INSTANCE_ID:
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if (version->type != VKD3D_SHADER_TYPE_VERTEX)
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vkd3d_glsl_compiler_error(gen, VKD3D_SHADER_ERROR_GLSL_INTERNAL,
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"Internal compiler error: Unhandled SV_INSTANCE_ID in shader type #%x.", version->type);
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vkd3d_string_buffer_printf(buffer, "intBitsToFloat(ivec4(gl_InstanceID, 0, 0, 0))");
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break;
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case VKD3D_SHADER_SV_IS_FRONT_FACE:
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if (version->type != VKD3D_SHADER_TYPE_PIXEL)
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vkd3d_glsl_compiler_error(gen, VKD3D_SHADER_ERROR_GLSL_INTERNAL,
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