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vkd3d-shader/dxbc: Map sm4 fragment outputs to system values based on their name.
This commit is contained in:
committed by
Alexandre Julliard
parent
8c11270940
commit
1615e5a76b
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
@ -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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