vkd3d-shader/dxil: Handle SV_PrimitiveId outputs.

This commit is contained in:
Conor McCarthy
2024-04-24 12:35:14 +10:00
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
2 changed files with 3 additions and 1 deletions

View File

@@ -4098,6 +4098,8 @@ static enum vkd3d_shader_register_type register_type_from_dxil_semantic_kind(
switch (sysval_semantic)
{
case VKD3D_SHADER_SV_PRIMITIVE_ID:
return VKD3DSPR_PRIMID;
/* VSIR does not use an I/O register for SV_SampleIndex, but its
* signature element has a register index of UINT_MAX and it is
* convenient to return a valid register type here to handle it. */

View File

@@ -67,7 +67,7 @@ float4 main(struct ps_data ps_input) : SV_Target
}
[test]
todo(glsl | sm>=6) bug(mvk) draw point list 1
todo(glsl) bug(mvk) draw point list 1
probe rtv 0 (320, 190) f32(0.0, 0.0, 0.0, 0.0)
probe rtv 0 (255, 240) f32(0.0, 0.0, 0.0, 0.0)
probe rtv 0 (319, 241) f32(0.0, 0.0, 1.0, 1.0)