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vkd3d-shader/hlsl: Implement output SV_Coverage.
This commit is contained in:
committed by
Henri Verbeet
parent
71a3d55e8c
commit
59f770214a
Notes:
Henri Verbeet
2024-07-11 00:41:24 +02:00
Approved-by: Giovanni Mascellani (@giomasce) Approved-by: Henri Verbeet (@hverbeet) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/924
@@ -5,7 +5,7 @@ shader model >= 4.1
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format r32g32b32a32 float
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size (2dms, 4, 640, 480)
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[pixel shader todo]
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[pixel shader]
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float4 main(out uint sample_mask : SV_Coverage) : SV_Target
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{
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sample_mask = 0x5;
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@@ -13,11 +13,12 @@ float4 main(out uint sample_mask : SV_Coverage) : SV_Target
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}
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[test]
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todo(sm<6) draw quad
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clear rtv 0 0.0 0.0 0.0 0.0
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todo(glsl) draw quad
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probe (0, 0) 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(sm<6) draw quad
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todo(glsl) draw quad
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probe (0, 0) rgba (0.25, 0.25, 0.25, 0.25)
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