vkd3d-shader/dxbc: Map sm4 fragment outputs to system values based on their name.

This commit is contained in:
Zebediah Figura
2023-09-20 13:15:55 -05:00
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
2 changed files with 25 additions and 2 deletions

View File

@ -566,8 +566,8 @@ static void test_scan_signatures(void)
static const struct vkd3d_shader_signature_element ps1_outputs[] =
{
{"sv_target", 2, 0, VKD3D_SHADER_SV_NONE, VKD3D_SHADER_COMPONENT_FLOAT, 2, 0xf, 0xf},
{"sv_depth", 0, 0, VKD3D_SHADER_SV_NONE, VKD3D_SHADER_COMPONENT_FLOAT, ~0u, 0x1, 0x1},
{"sv_target", 2, 0, VKD3D_SHADER_SV_TARGET, VKD3D_SHADER_COMPONENT_FLOAT, 2, 0xf, 0xf},
{"sv_depth", 0, 0, VKD3D_SHADER_SV_DEPTH, VKD3D_SHADER_COMPONENT_FLOAT, ~0u, 0x1, 0x1},
};
static const char ps2_source[] =