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vkd3d-shader/glsl: Handle SV_VERTEX_ID inputs.
This commit is contained in:
parent
79455041f0
commit
7b47528e4b
Notes:
Henri Verbeet
2024-10-07 17:53:05 +02:00
Approved-by: Giovanni Mascellani (@giomasce) Approved-by: Henri Verbeet (@hverbeet) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/1145
@ -918,6 +918,13 @@ static void shader_glsl_print_sysval_name(struct vkd3d_string_buffer *buffer, st
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}
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}
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break;
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break;
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case VKD3D_SHADER_SV_VERTEX_ID:
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if (version->type != VKD3D_SHADER_TYPE_VERTEX)
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vkd3d_glsl_compiler_error(gen, VKD3D_SHADER_ERROR_GLSL_INTERNAL,
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"Internal compiler error: Unhandled SV_VERTEX_ID in shader type #%x.", version->type);
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vkd3d_string_buffer_printf(buffer, "intBitsToFloat(ivec4(gl_VertexID, 0, 0, 0))");
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break;
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case VKD3D_SHADER_SV_IS_FRONT_FACE:
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case VKD3D_SHADER_SV_IS_FRONT_FACE:
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if (version->type != VKD3D_SHADER_TYPE_PIXEL)
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if (version->type != VKD3D_SHADER_TYPE_PIXEL)
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vkd3d_glsl_compiler_error(gen, VKD3D_SHADER_ERROR_GLSL_INTERNAL,
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vkd3d_glsl_compiler_error(gen, VKD3D_SHADER_ERROR_GLSL_INTERNAL,
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@ -1057,6 +1064,7 @@ static void vkd3d_glsl_handle_instruction(struct vkd3d_glsl_generator *gen,
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case VKD3DSIH_DCL_INPUT:
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case VKD3DSIH_DCL_INPUT:
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case VKD3DSIH_DCL_INPUT_PS:
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case VKD3DSIH_DCL_INPUT_PS:
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case VKD3DSIH_DCL_INPUT_PS_SIV:
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case VKD3DSIH_DCL_INPUT_PS_SIV:
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case VKD3DSIH_DCL_INPUT_SGV:
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case VKD3DSIH_DCL_OUTPUT:
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case VKD3DSIH_DCL_OUTPUT:
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case VKD3DSIH_DCL_OUTPUT_SIV:
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case VKD3DSIH_DCL_OUTPUT_SIV:
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case VKD3DSIH_NOP:
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case VKD3DSIH_NOP:
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@ -1512,16 +1520,9 @@ static void shader_glsl_generate_input_declarations(struct vkd3d_glsl_generator
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{
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{
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e = &signature->elements[i];
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e = &signature->elements[i];
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if (e->target_location == SIGNATURE_TARGET_LOCATION_UNUSED)
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if (e->target_location == SIGNATURE_TARGET_LOCATION_UNUSED || e->sysval_semantic)
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continue;
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continue;
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if (e->sysval_semantic)
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{
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vkd3d_glsl_compiler_error(gen, VKD3D_SHADER_ERROR_GLSL_INTERNAL,
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"Internal compiler error: Unhandled system value %#x.", e->sysval_semantic);
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continue;
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}
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if (e->component_type != VKD3D_SHADER_COMPONENT_FLOAT)
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if (e->component_type != VKD3D_SHADER_COMPONENT_FLOAT)
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{
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{
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vkd3d_glsl_compiler_error(gen, VKD3D_SHADER_ERROR_GLSL_INTERNAL,
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vkd3d_glsl_compiler_error(gen, VKD3D_SHADER_ERROR_GLSL_INTERNAL,
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@ -23,8 +23,8 @@ float4 main(nointerpolation float4 t : texcoord) : 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) draw triangle list 3
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draw triangle list 3
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probe (0, 0, 640, 480) rgba (0.0, 1.0, 0.0, 1.0)
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todo(glsl) probe (0, 0, 640, 480) rgba (0.0, 1.0, 0.0, 1.0)
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[vertex shader]
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[vertex shader]
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struct ps_input
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struct ps_input
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@ -50,8 +50,8 @@ float4 main(ps_input 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) draw triangle list 3
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draw triangle list 3
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probe (0, 0, 640, 480) rgba (0.0, 1.0, 0.0, 1.0)
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todo(glsl) probe (0, 0, 640, 480) rgba (0.0, 1.0, 0.0, 1.0)
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[vertex shader]
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[vertex shader]
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struct ps_input
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struct ps_input
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@ -77,8 +77,8 @@ float4 main(nointerpolation ps_input 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) draw triangle list 3
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draw triangle list 3
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probe (0, 0, 640, 480) rgba (0.0, 1.0, 0.0, 1.0)
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todo(glsl) probe (0, 0, 640, 480) rgba (0.0, 1.0, 0.0, 1.0)
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[vertex shader]
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[vertex shader]
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struct ps_input
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struct ps_input
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@ -104,8 +104,8 @@ float4 main(centroid ps_input 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) draw triangle list 3
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draw triangle list 3
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probe (0, 0, 640, 480) rgba (0.0, 1.0, 0.0, 1.0)
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todo(glsl) probe (0, 0, 640, 480) rgba (0.0, 1.0, 0.0, 1.0)
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[vertex shader]
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[vertex shader]
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struct ps_input
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struct ps_input
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@ -135,8 +135,8 @@ shader model >= 4.0
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shader model < 6.0
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shader model < 6.0
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[test]
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[test]
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todo(glsl) draw triangle list 3
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draw triangle list 3
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probe (0, 0, 640, 480) rgba (0.0, 1.0, 0.0, 1.0)
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todo(glsl) probe (0, 0, 640, 480) rgba (0.0, 1.0, 0.0, 1.0)
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% Centroid for SM 6.
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% Centroid for SM 6.
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[require]
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[require]
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