vkd3d-shader/hlsl: Generate vsir instructions for stream output operations.

This commit is contained in:
Shaun Ren
2025-03-14 18:17:29 -04:00
committed by Henri Verbeet
parent c8c1e270e0
commit 5b06fe83df
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
6 changed files with 30 additions and 13 deletions

View File

@@ -598,7 +598,7 @@ void main(point gs_data vin[1], inout TriangleStream<gs_data> vout1, inout Trian
}
% An output stream is only validated when it is used.
[geometry shader todo]
[geometry shader]
struct gs_data
{
float4 pos : SV_POSITION;
@@ -650,7 +650,7 @@ void main(point gs_data vin[1], inout PointStream<gs_data> vout1, inout PointStr
}
% Max vertex count * output data component count must be less than or equal to 1024.
[geometry shader todo]
[geometry shader]
struct gs_data
{
float2 x : X;
@@ -675,7 +675,7 @@ void main(point gs_data vin[1], inout PointStream<gs_data> vout)
}
% The component count of the output is used, not its allocated register size.
[geometry shader todo]
[geometry shader]
struct gs_data
{
float2 x : X; // Allocates to o0.xy