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vkd3d-shader/hlsl: Support SV_PrimitiveID in pixel shaders.
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Alexandre Julliard
2024-02-19 23:00:05 +01:00
Approved-by: Zebediah Figura (@zfigura) Approved-by: Alexandre Julliard (@julliard) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/657
@ -2810,6 +2810,7 @@ bool hlsl_sm4_usage_from_semantic(struct hlsl_ctx *ctx, const struct hlsl_semant
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{"position", false, VKD3D_SHADER_TYPE_PIXEL, D3D_NAME_POSITION},
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{"sv_position", false, VKD3D_SHADER_TYPE_PIXEL, D3D_NAME_POSITION},
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{"sv_primitiveid", false, VKD3D_SHADER_TYPE_PIXEL, D3D_NAME_PRIMITIVE_ID},
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{"sv_isfrontface", false, VKD3D_SHADER_TYPE_PIXEL, D3D_NAME_IS_FRONT_FACE},
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{"sv_rendertargetarrayindex", false, VKD3D_SHADER_TYPE_PIXEL, D3D_NAME_RENDER_TARGET_ARRAY_INDEX},
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{"sv_viewportarrayindex", false, VKD3D_SHADER_TYPE_PIXEL, D3D_NAME_VIEWPORT_ARRAY_INDEX},
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@ -36,7 +36,7 @@ draw triangle list 3
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probe all rui(0xaaaaaaaa)
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probe uav 1 all rui(0x55555555)
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[pixel shader todo]
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[pixel shader]
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RasterizerOrderedTexture2D<uint4> tex : register(u1);
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Texture2D<uint4> spin : register(t0);
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