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vkd3d-shader/dxil: Read the DXIL input and output signatures.
These can differ from the DXBC signatures by having multiple rows, and load/store instructions reference them by id instead of register index.
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committed by
Alexandre Julliard
parent
62badbff7a
commit
8648ca0e77
Notes:
Alexandre Julliard
2023-10-16 22:59:53 +02:00
Approved-by: Giovanni Mascellani (@giomasce) Approved-by: Henri Verbeet (@hverbeet) Approved-by: Alexandre Julliard (@julliard) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/403
@@ -435,6 +435,8 @@ static int shader_parse_signature(const struct vkd3d_shader_dxbc_section_desc *s
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else
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e[i].min_precision = VKD3D_SHADER_MINIMUM_PRECISION_NONE;
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e[i].interpolation_mode = VKD3DSIM_NONE;
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TRACE("Stream: %u, semantic: %s, semantic idx: %u, sysval_semantic %#x, "
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"type %u, register idx: %u, use_mask %#x, input_mask %#x, precision %u.\n",
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e[i].stream_index, debugstr_a(e[i].semantic_name), e[i].semantic_index, e[i].sysval_semantic,
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