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vkd3d-shader/hlsl: Support input primitive arrays in geometry shaders.
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Notes:
Henri Verbeet
2025-03-18 16:04:44 +01:00
Approved-by: Henri Verbeet (@hverbeet) Approved-by: Elizabeth Figura (@zfigura) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/1431
@@ -3071,7 +3071,8 @@ static bool get_insidetessfactor_sysval_semantic(enum vkd3d_shader_sysval_semant
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bool sm4_sysval_semantic_from_semantic_name(enum vkd3d_shader_sysval_semantic *sysval_semantic,
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const struct vkd3d_shader_version *version, bool semantic_compat_mapping, enum vkd3d_tessellator_domain domain,
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const char *semantic_name, unsigned int semantic_idx, bool output, bool is_patch_constant_func, bool is_patch)
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const char *semantic_name, unsigned int semantic_idx, bool output,
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bool is_patch_constant_func, bool is_primitive)
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{
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unsigned int i;
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@@ -3134,7 +3135,7 @@ bool sm4_sysval_semantic_from_semantic_name(enum vkd3d_shader_sysval_semantic *s
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};
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bool has_sv_prefix = !ascii_strncasecmp(semantic_name, "sv_", 3);
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if (is_patch)
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if (is_primitive)
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{
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VKD3D_ASSERT(!output);
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