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vkd3d-shader/hlsl: Implement output SV_Coverage.
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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
@ -2762,6 +2762,7 @@ bool hlsl_sm4_register_from_semantic(struct hlsl_ctx *ctx, const struct hlsl_sem
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{"depth", true, VKD3D_SHADER_TYPE_PIXEL, VKD3DSPR_DEPTHOUT, false},
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{"sv_depth", true, VKD3D_SHADER_TYPE_PIXEL, VKD3DSPR_DEPTHOUT, false},
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{"sv_target", true, VKD3D_SHADER_TYPE_PIXEL, VKD3DSPR_OUTPUT, true},
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{"sv_coverage", true, VKD3D_SHADER_TYPE_PIXEL, VKD3DSPR_SAMPLEMASK, false},
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};
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for (i = 0; i < ARRAY_SIZE(register_table); ++i)
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@ -2817,6 +2818,7 @@ bool hlsl_sm4_usage_from_semantic(struct hlsl_ctx *ctx, const struct hlsl_semant
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{"depth", true, VKD3D_SHADER_TYPE_PIXEL, D3D_NAME_DEPTH},
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{"sv_target", true, VKD3D_SHADER_TYPE_PIXEL, D3D_NAME_TARGET},
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{"sv_depth", true, VKD3D_SHADER_TYPE_PIXEL, D3D_NAME_DEPTH},
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{"sv_coverage", true, VKD3D_SHADER_TYPE_PIXEL, D3D_NAME_COVERAGE},
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{"sv_position", false, VKD3D_SHADER_TYPE_VERTEX, D3D_NAME_UNDEFINED},
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{"sv_vertexid", false, VKD3D_SHADER_TYPE_VERTEX, D3D_NAME_VERTEX_ID},
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@ -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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@ -2059,12 +2059,14 @@ static void test_signature_reflection(void)
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"void main(\n"
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" in float2 a : apple,\n"
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" out float4 b : sv_target2,\n"
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" out float c : sv_depth,\n"
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" out uint c : sv_coverage,\n"
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" in float4 d : position,\n"
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" in float4 e : sv_position)\n"
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" in float4 e : sv_position,\n"
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" out float f : sv_depth)\n"
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"{\n"
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" b = d;\n"
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" c = 0;\n"
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" f = 1;\n"
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"}";
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static const D3D12_SIGNATURE_PARAMETER_DESC ps1_inputs[] =
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@ -2076,8 +2078,9 @@ static void test_signature_reflection(void)
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static const D3D12_SIGNATURE_PARAMETER_DESC ps1_outputs[] =
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{
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{"sv_target", 2, 2, D3D_NAME_TARGET, D3D_REGISTER_COMPONENT_FLOAT32, 0xf},
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{"sv_depth", 0, ~0u, D3D_NAME_DEPTH, D3D_REGISTER_COMPONENT_FLOAT32, 0x1, 0xe},
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{"sv_target", 2, 2, D3D_NAME_TARGET, D3D_REGISTER_COMPONENT_FLOAT32, 0xf},
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{"sv_coverage", 0, ~0u, D3D_NAME_COVERAGE, D3D_REGISTER_COMPONENT_UINT32, 0x1, 0xe},
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{"sv_depth", 0, ~0u, D3D_NAME_DEPTH, D3D_REGISTER_COMPONENT_FLOAT32, 0x1, 0xe},
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};
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static const char ps2_source[] =
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@ -2123,7 +2126,7 @@ static void test_signature_reflection(void)
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{vs1_source, "vs_4_0", true, vs1_inputs, ARRAY_SIZE(vs1_inputs), vs1_outputs, ARRAY_SIZE(vs1_outputs)},
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{vs2_source, "vs_4_0", false, vs2_inputs, ARRAY_SIZE(vs2_inputs), vs2_outputs, ARRAY_SIZE(vs2_outputs)},
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{vs2_source, "vs_4_0", true, vs2_inputs, ARRAY_SIZE(vs2_inputs), vs2_legacy_outputs, ARRAY_SIZE(vs2_legacy_outputs)},
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{ps1_source, "ps_4_0", false, ps1_inputs, ARRAY_SIZE(ps1_inputs), ps1_outputs, ARRAY_SIZE(ps1_outputs)},
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{ps1_source, "ps_4_1", false, ps1_inputs, ARRAY_SIZE(ps1_inputs), ps1_outputs, ARRAY_SIZE(ps1_outputs)},
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{ps2_source, "ps_4_0", true, ps2_inputs, ARRAY_SIZE(ps2_inputs), ps2_outputs, ARRAY_SIZE(ps2_outputs)},
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{cs1_source, "cs_5_0", false, NULL, 0, NULL, 0},
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};
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