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vkd3d-shader/dxil: Handle SV_PrimitiveId outputs.
This commit is contained in:
committed by
Henri Verbeet
parent
1293db7536
commit
691dd49e49
Notes:
Henri Verbeet
2025-08-04 15:08:07 +02:00
Approved-by: Giovanni Mascellani (@giomasce) Approved-by: Henri Verbeet (@hverbeet) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/843
@@ -4098,6 +4098,8 @@ static enum vkd3d_shader_register_type register_type_from_dxil_semantic_kind(
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switch (sysval_semantic)
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switch (sysval_semantic)
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{
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{
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case VKD3D_SHADER_SV_PRIMITIVE_ID:
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return VKD3DSPR_PRIMID;
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/* VSIR does not use an I/O register for SV_SampleIndex, but its
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/* VSIR does not use an I/O register for SV_SampleIndex, but its
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* signature element has a register index of UINT_MAX and it is
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* signature element has a register index of UINT_MAX and it is
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* convenient to return a valid register type here to handle it. */
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* convenient to return a valid register type here to handle it. */
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@@ -67,7 +67,7 @@ float4 main(struct ps_data ps_input) : SV_Target
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}
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}
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[test]
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[test]
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todo(glsl | sm>=6) bug(mvk) draw point list 1
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todo(glsl) bug(mvk) draw point list 1
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probe rtv 0 (320, 190) f32(0.0, 0.0, 0.0, 0.0)
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probe rtv 0 (320, 190) f32(0.0, 0.0, 0.0, 0.0)
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probe rtv 0 (255, 240) f32(0.0, 0.0, 0.0, 0.0)
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probe rtv 0 (255, 240) f32(0.0, 0.0, 0.0, 0.0)
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probe rtv 0 (319, 241) f32(0.0, 0.0, 1.0, 1.0)
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probe rtv 0 (319, 241) f32(0.0, 0.0, 1.0, 1.0)
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