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vkd3d-shader/glsl: Use the semantic index for shader_out_* declarations.
Because that's what we use in shader_glsl_print_sysval_name(). Fragment shaders like the ones from uav-rwtexture.shader_test that output to sv_target1 would declare "shader_out_0", but then store to "shader_out_1" in the epilogue.
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Notes:
Henri Verbeet
2024-10-10 20:10:19 +02:00
Approved-by: Giovanni Mascellani (@giomasce) Approved-by: Henri Verbeet (@hverbeet) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/1171
@ -1820,7 +1820,7 @@ static void shader_glsl_generate_output_declarations(struct vkd3d_glsl_generator
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"Internal compiler error: Unhandled output component type %#x.", e->component_type);
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break;
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}
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vkd3d_string_buffer_printf(buffer, " shader_out_%u;\n", i);
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vkd3d_string_buffer_printf(buffer, " shader_out_%u;\n", e->semantic_index);
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++count;
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}
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if (count)
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