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vkd3d-shader/dxbc: Map sm4 fragment outputs to system values based on their name.
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Notes:
Alexandre Julliard
2023-09-21 22:01:59 +02:00
Approved-by: Giovanni Mascellani (@giomasce) Approved-by: Henri Verbeet (@hverbeet) Approved-by: Alexandre Julliard (@julliard) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/356
@ -321,6 +321,26 @@ int vkd3d_shader_parse_dxbc(const struct vkd3d_shader_code *dxbc,
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return ret;
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}
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/* Shader Model 6 shaders use these special values in the output signature,
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* but Shader Model 4/5 just use VKD3D_SHADER_SV_NONE. Normalize to SM6. */
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static enum vkd3d_shader_sysval_semantic map_fragment_output_sysval(const char *name)
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{
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if (!ascii_strcasecmp(name, "sv_target"))
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return VKD3D_SHADER_SV_TARGET;
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if (!ascii_strcasecmp(name, "sv_depth"))
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return VKD3D_SHADER_SV_DEPTH;
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if (!ascii_strcasecmp(name, "sv_coverage"))
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return VKD3D_SHADER_SV_COVERAGE;
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if (!ascii_strcasecmp(name, "sv_depthgreaterequal"))
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return VKD3D_SHADER_SV_DEPTH_GREATER_EQUAL;
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if (!ascii_strcasecmp(name, "sv_depthlessequal"))
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return VKD3D_SHADER_SV_DEPTH_LESS_EQUAL;
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if (!ascii_strcasecmp(name, "sv_stencilref"))
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return VKD3D_SHADER_SV_STENCIL_REF;
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return VKD3D_SHADER_SV_NONE;
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}
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static int shader_parse_signature(const struct vkd3d_shader_dxbc_section_desc *section,
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struct vkd3d_shader_message_context *message_context, struct shader_signature *s)
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{
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@ -401,6 +421,9 @@ static int shader_parse_signature(const struct vkd3d_shader_dxbc_section_desc *s
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case TAG_OSGN:
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case TAG_OSG1:
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case TAG_OSG5:
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if (e[i].sysval_semantic == VKD3D_SHADER_SV_NONE)
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e[i].sysval_semantic = map_fragment_output_sysval(e[i].semantic_name);
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/* Fall through. */
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case TAG_PCSG:
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case TAG_PSG1:
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e[i].used_mask = e[i].mask & ~e[i].used_mask;
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@ -566,8 +566,8 @@ static void test_scan_signatures(void)
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static const struct vkd3d_shader_signature_element ps1_outputs[] =
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{
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{"sv_target", 2, 0, VKD3D_SHADER_SV_NONE, VKD3D_SHADER_COMPONENT_FLOAT, 2, 0xf, 0xf},
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{"sv_depth", 0, 0, VKD3D_SHADER_SV_NONE, VKD3D_SHADER_COMPONENT_FLOAT, ~0u, 0x1, 0x1},
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{"sv_target", 2, 0, VKD3D_SHADER_SV_TARGET, VKD3D_SHADER_COMPONENT_FLOAT, 2, 0xf, 0xf},
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{"sv_depth", 0, 0, VKD3D_SHADER_SV_DEPTH, VKD3D_SHADER_COMPONENT_FLOAT, ~0u, 0x1, 0x1},
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};
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static const char ps2_source[] =
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