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vkd3d-shader/hlsl: Parse primitive type modifiers in geometry shaders.
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Notes:
Henri Verbeet
2025-03-12 22:20:50 +01:00
Approved-by: Elizabeth Figura (@zfigura) Approved-by: Henri Verbeet (@hverbeet) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/1405
@@ -417,6 +417,11 @@ struct hlsl_attribute
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#define HLSL_STORAGE_ANNOTATION 0x00080000
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#define HLSL_MODIFIER_UNORM 0x00100000
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#define HLSL_MODIFIER_SNORM 0x00200000
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#define HLSL_PRIMITIVE_POINT 0x00400000
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#define HLSL_PRIMITIVE_LINE 0x00800000
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#define HLSL_PRIMITIVE_TRIANGLE 0x01000000
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#define HLSL_PRIMITIVE_LINEADJ 0x02000000
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#define HLSL_PRIMITIVE_TRIANGLEADJ 0x04000000
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#define HLSL_TYPE_MODIFIERS_MASK (HLSL_MODIFIER_PRECISE | HLSL_MODIFIER_VOLATILE | \
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HLSL_MODIFIER_CONST | HLSL_MODIFIER_ROW_MAJOR | \
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@@ -427,6 +432,9 @@ struct hlsl_attribute
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#define HLSL_MODIFIERS_MAJORITY_MASK (HLSL_MODIFIER_ROW_MAJOR | HLSL_MODIFIER_COLUMN_MAJOR)
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#define HLSL_PRIMITIVE_MODIFIERS_MASK (HLSL_PRIMITIVE_POINT | HLSL_PRIMITIVE_LINE | HLSL_PRIMITIVE_TRIANGLE | \
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HLSL_PRIMITIVE_LINEADJ | HLSL_PRIMITIVE_TRIANGLEADJ)
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#define HLSL_ARRAY_ELEMENTS_COUNT_IMPLICIT 0
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/* Reservation of a register and/or an offset for objects inside constant buffers, to be used as a
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