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vkd3d-shader/hlsl: Generate vsir instructions for stream output operations.
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Notes:
Henri Verbeet
2025-05-05 15:28:21 +02:00
Approved-by: Elizabeth Figura (@zfigura) Approved-by: Henri Verbeet (@hverbeet) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/1473
@@ -598,7 +598,7 @@ void main(point gs_data vin[1], inout TriangleStream<gs_data> vout1, inout Trian
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}
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% An output stream is only validated when it is used.
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[geometry shader todo]
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[geometry shader]
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struct gs_data
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{
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float4 pos : SV_POSITION;
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@@ -650,7 +650,7 @@ void main(point gs_data vin[1], inout PointStream<gs_data> vout1, inout PointStr
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}
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% Max vertex count * output data component count must be less than or equal to 1024.
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[geometry shader todo]
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[geometry shader]
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struct gs_data
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{
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float2 x : X;
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@@ -675,7 +675,7 @@ void main(point gs_data vin[1], inout PointStream<gs_data> vout)
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}
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% The component count of the output is used, not its allocated register size.
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[geometry shader todo]
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[geometry shader]
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struct gs_data
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{
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float2 x : X; // Allocates to o0.xy
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@@ -22,7 +22,7 @@ void main(in struct vs_data vs_input, out struct vs_data vs_output)
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vs_output.color = vs_input.color;
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}
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[geometry shader todo]
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[geometry shader]
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struct gs_data
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{
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float4 pos : SV_POSITION;
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@@ -60,9 +60,9 @@ float4 main(struct ps_data ps_input) : SV_Target
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}
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[test]
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todo(sm<6) draw point list 1
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todo(mvk) probe rtv 0 (320, 190) rgba(0.0, 0.0, 0.0, 0.0)
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todo(mvk) probe rtv 0 (255, 240) rgba(0.0, 0.0, 0.0, 0.0)
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todo(mvk) probe rtv 0 (320, 240) rgba(0.0, 1.0, 1.0, 1.0)
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todo(mvk) probe rtv 0 (385, 240) rgba(0.0, 0.0, 0.0, 0.0)
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todo(mvk) probe rtv 0 (320, 290) rgba(0.0, 0.0, 0.0, 0.0)
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todo(msl) draw point list 1
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probe rtv 0 (320, 190) rgba(0.0, 0.0, 0.0, 0.0)
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probe rtv 0 (255, 240) rgba(0.0, 0.0, 0.0, 0.0)
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todo(opengl & llvmpipe | mvk) probe rtv 0 (320, 240) rgba(0.0, 1.0, 1.0, 1.0)
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probe rtv 0 (385, 240) rgba(0.0, 0.0, 0.0, 0.0)
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probe rtv 0 (320, 290) rgba(0.0, 0.0, 0.0, 0.0)
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@@ -191,7 +191,7 @@ float4 main(patch_constant_data input, InputPatch<data, 2> patch) : POSITION
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return 0;
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}
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[geometry shader fail(sm<5) todo(sm>=5)]
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[geometry shader fail(sm<5)]
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struct data
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{
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float4 val : VAL;
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@@ -922,6 +922,9 @@ static GLenum get_topology_gl(D3D_PRIMITIVE_TOPOLOGY topology)
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{
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switch (topology)
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{
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case D3D_PRIMITIVE_TOPOLOGY_POINTLIST:
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return GL_POINTS;
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case D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST:
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return GL_TRIANGLES;
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