vkd3d-shader/spirv: Implement shader point size.

This commit is contained in:
Elizabeth Figura
2024-10-03 13:10:10 -05:00
committed by Henri Verbeet
parent a29a4288d2
commit 6ee17cf77e
Notes: Henri Verbeet 2024-10-10 23:00:15 +02:00
Approved-by: Henri Verbeet (@hverbeet)
Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/1146
5 changed files with 48 additions and 22 deletions

View File

@@ -110,13 +110,6 @@ enum vkd3d_sm1_misc_register
VKD3D_SM1_MISC_FACE = 0x1,
};
enum vkd3d_sm1_rastout_register
{
VKD3D_SM1_RASTOUT_POSITION = 0x0,
VKD3D_SM1_RASTOUT_FOG = 0x1,
VKD3D_SM1_RASTOUT_POINT_SIZE = 0x2,
};
enum vkd3d_sm1_opcode
{
VKD3D_SM1_OP_NOP = 0x00,
@@ -957,6 +950,9 @@ static void shader_sm1_read_dst_param(struct vkd3d_shader_sm1_parser *sm1, const
shader_sm1_parse_src_param(addr_token, NULL, dst_rel_addr);
}
shader_sm1_parse_dst_param(token, dst_rel_addr, dst_param);
if (dst_param->reg.type == VKD3DSPR_RASTOUT && dst_param->reg.idx[0].offset == VSIR_RASTOUT_POINT_SIZE)
sm1->p.program->has_point_size = true;
}
static void shader_sm1_read_semantic(struct vkd3d_shader_sm1_parser *sm1,
@@ -1434,17 +1430,17 @@ bool hlsl_sm1_register_from_semantic(const struct vkd3d_shader_version *version,
{"vpos", false, VKD3D_SHADER_TYPE_PIXEL, 3, VKD3DSPR_MISCTYPE, VKD3D_SM1_MISC_POSITION},
{"color", true, VKD3D_SHADER_TYPE_VERTEX, 1, VKD3DSPR_ATTROUT},
{"fog", true, VKD3D_SHADER_TYPE_VERTEX, 1, VKD3DSPR_RASTOUT, VKD3D_SM1_RASTOUT_FOG},
{"position", true, VKD3D_SHADER_TYPE_VERTEX, 1, VKD3DSPR_RASTOUT, VKD3D_SM1_RASTOUT_POSITION},
{"psize", true, VKD3D_SHADER_TYPE_VERTEX, 1, VKD3DSPR_RASTOUT, VKD3D_SM1_RASTOUT_POINT_SIZE},
{"sv_position", true, VKD3D_SHADER_TYPE_VERTEX, 1, VKD3DSPR_RASTOUT, VKD3D_SM1_RASTOUT_POSITION},
{"fog", true, VKD3D_SHADER_TYPE_VERTEX, 1, VKD3DSPR_RASTOUT, VSIR_RASTOUT_FOG},
{"position", true, VKD3D_SHADER_TYPE_VERTEX, 1, VKD3DSPR_RASTOUT, VSIR_RASTOUT_POSITION},
{"psize", true, VKD3D_SHADER_TYPE_VERTEX, 1, VKD3DSPR_RASTOUT, VSIR_RASTOUT_POINT_SIZE},
{"sv_position", true, VKD3D_SHADER_TYPE_VERTEX, 1, VKD3DSPR_RASTOUT, VSIR_RASTOUT_POSITION},
{"texcoord", true, VKD3D_SHADER_TYPE_VERTEX, 1, VKD3DSPR_TEXCRDOUT},
{"color", true, VKD3D_SHADER_TYPE_VERTEX, 2, VKD3DSPR_ATTROUT},
{"fog", true, VKD3D_SHADER_TYPE_VERTEX, 2, VKD3DSPR_RASTOUT, VKD3D_SM1_RASTOUT_FOG},
{"position", true, VKD3D_SHADER_TYPE_VERTEX, 2, VKD3DSPR_RASTOUT, VKD3D_SM1_RASTOUT_POSITION},
{"psize", true, VKD3D_SHADER_TYPE_VERTEX, 2, VKD3DSPR_RASTOUT, VKD3D_SM1_RASTOUT_POINT_SIZE},
{"sv_position", true, VKD3D_SHADER_TYPE_VERTEX, 2, VKD3DSPR_RASTOUT, VKD3D_SM1_RASTOUT_POSITION},
{"fog", true, VKD3D_SHADER_TYPE_VERTEX, 2, VKD3DSPR_RASTOUT, VSIR_RASTOUT_FOG},
{"position", true, VKD3D_SHADER_TYPE_VERTEX, 2, VKD3DSPR_RASTOUT, VSIR_RASTOUT_POSITION},
{"psize", true, VKD3D_SHADER_TYPE_VERTEX, 2, VKD3DSPR_RASTOUT, VSIR_RASTOUT_POINT_SIZE},
{"sv_position", true, VKD3D_SHADER_TYPE_VERTEX, 2, VKD3DSPR_RASTOUT, VSIR_RASTOUT_POSITION},
{"texcoord", true, VKD3D_SHADER_TYPE_VERTEX, 2, VKD3DSPR_TEXCRDOUT},
};