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libs/vkd3d-shader: Emit InvocationId for geometry and tessellation shaders.
Signed-off-by: Józef Kucia <jkucia@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -1557,7 +1557,9 @@ static bool shader_sm4_is_scalar_register(const struct vkd3d_shader_register *re
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switch (reg->type)
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{
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case VKD3DSPR_DEPTHOUT:
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case VKD3DSPR_GSINSTID:
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case VKD3DSPR_LOCALTHREADINDEX:
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case VKD3DSPR_OUTPOINTID:
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case VKD3DSPR_PRIMID:
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return true;
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default:
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@ -2779,6 +2779,9 @@ vkd3d_spirv_builtin_table[] =
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{VKD3D_SIV_NONE, VKD3DSPR_LOCALTHREADINDEX, VKD3D_TYPE_INT, 1, SpvBuiltInLocalInvocationIndex},
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{VKD3D_SIV_NONE, VKD3DSPR_THREADGROUPID, VKD3D_TYPE_INT, 3, SpvBuiltInWorkgroupId},
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{VKD3D_SIV_NONE, VKD3DSPR_GSINSTID, VKD3D_TYPE_INT, 1, SpvBuiltInInvocationId},
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{VKD3D_SIV_NONE, VKD3DSPR_OUTPOINTID, VKD3D_TYPE_INT, 1, SpvBuiltInInvocationId},
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{VKD3D_SIV_NONE, VKD3DSPR_DEPTHOUT, VKD3D_TYPE_FLOAT, 1, SpvBuiltInFragDepth},
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{VKD3D_SIV_POSITION, ~0u, VKD3D_TYPE_FLOAT, 4, SpvBuiltInPosition},
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