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vkd3d-shader/dxil: Handle SV_Coverage out.
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Notes:
Alexandre Julliard
2024-05-14 23:00:31 +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/864
@ -3821,6 +3821,8 @@ static enum vkd3d_shader_register_type register_type_from_dxil_semantic_kind(
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{
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switch (sysval_semantic)
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{
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case VKD3D_SHADER_SV_COVERAGE:
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return VKD3DSPR_COVERAGE;
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case VKD3D_SHADER_SV_DEPTH:
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return VKD3DSPR_DEPTHOUT;
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case VKD3D_SHADER_SV_DEPTH_GREATER_EQUAL:
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@ -8455,6 +8457,7 @@ static const enum vkd3d_shader_sysval_semantic sysval_semantic_table[] =
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[SEMANTIC_KIND_POSITION] = VKD3D_SHADER_SV_POSITION,
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[SEMANTIC_KIND_PRIMITIVEID] = VKD3D_SHADER_SV_PRIMITIVE_ID,
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[SEMANTIC_KIND_ISFRONTFACE] = VKD3D_SHADER_SV_IS_FRONT_FACE,
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[SEMANTIC_KIND_COVERAGE] = VKD3D_SHADER_SV_COVERAGE,
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[SEMANTIC_KIND_TARGET] = VKD3D_SHADER_SV_TARGET,
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[SEMANTIC_KIND_DEPTH] = VKD3D_SHADER_SV_DEPTH,
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[SEMANTIC_KIND_DEPTHLESSEQUAL] = VKD3D_SHADER_SV_DEPTH_LESS_EQUAL,
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@ -13,11 +13,11 @@ float4 main(out uint sample_mask : SV_Coverage) : SV_Target
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}
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[test]
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todo draw quad
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todo(sm<6) draw quad
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probe all rgba (0.5, 0.5, 0.5, 0.5)
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sample mask 0x0b
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clear rtv 0 0.0 0.0 0.0 0.0
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todo draw quad
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todo(sm<6) draw quad
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probe all rgba (0.25, 0.25, 0.25, 0.25)
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