vkd3d-shader/ir: Encode I/O declarations in vsir_program.

Most I/O registers are already described by the shader signatures.
The registers that are not do not have any property other then
being used by the program or not, so they can be collectively
described with a bitmap.
This commit is contained in:
Giovanni Mascellani
2024-11-17 23:27:49 +01:00
committed by Henri Verbeet
parent a92b602b33
commit 18e422dfe4
Notes: Henri Verbeet 2024-12-03 14:56:21 +01:00
Approved-by: Giovanni Mascellani (@giomasce)
Approved-by: Henri Verbeet (@hverbeet)
Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/1288
6 changed files with 163 additions and 48 deletions

View File

@@ -1507,12 +1507,9 @@ static void vkd3d_glsl_handle_instruction(struct vkd3d_glsl_generator *gen,
case VKD3DSIH_DCL_INDEXABLE_TEMP:
shader_glsl_dcl_indexable_temp(gen, ins);
break;
case VKD3DSIH_DCL_INPUT:
case VKD3DSIH_DCL_INPUT_PS:
case VKD3DSIH_DCL_INPUT_PS_SGV:
case VKD3DSIH_DCL_INPUT_PS_SIV:
case VKD3DSIH_DCL_INPUT_SGV:
case VKD3DSIH_DCL_OUTPUT:
case VKD3DSIH_DCL_OUTPUT_SIV:
case VKD3DSIH_NOP:
break;