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vkd3d-shader: Add definitions for more fragment output system values.
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Alexandre Julliard
2023-09-21 22:01:59 +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/356
@ -1464,8 +1464,24 @@ enum vkd3d_shader_sysval_semantic
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VKD3D_SHADER_SV_TESS_FACTOR_TRIINT = 0x0e,
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VKD3D_SHADER_SV_TESS_FACTOR_LINEDET = 0x0f,
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VKD3D_SHADER_SV_TESS_FACTOR_LINEDEN = 0x10,
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/** Render target; SV_Target in Direct3D shader model 6 shaders. \since 1.9 */
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/** Render target; SV_Target in Direct3D. \since 1.9 */
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VKD3D_SHADER_SV_TARGET = 0x40,
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/** Depth; SV_Depth in Direct3D. \since 1.9 */
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VKD3D_SHADER_SV_DEPTH = 0x41,
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/** Sample mask; SV_Coverage in Direct3D. \since 1.9 */
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VKD3D_SHADER_SV_COVERAGE = 0x42,
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/**
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* Depth, which is guaranteed to be greater than or equal to the current
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* depth; SV_DepthGreaterEqual in Direct3D. \since 1.9
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*/
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VKD3D_SHADER_SV_DEPTH_GREATER_EQUAL = 0x43,
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/**
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* Depth, which is guaranteed to be less than or equal to the current
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* depth; SV_DepthLessEqual in Direct3D. \since 1.9
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*/
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VKD3D_SHADER_SV_DEPTH_LESS_EQUAL = 0x44,
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/** Stencil reference; SV_StencilRef in Direct3D. \since 1.9 */
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VKD3D_SHADER_SV_STENCIL_REF = 0x45,
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VKD3D_FORCE_32_BIT_ENUM(VKD3D_SHADER_SYSVAL_SEMANTIC),
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};
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