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vkd3d-shader/glsl: Implement support for the VKD3DSPR_DEPTHOUT register.
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Notes:
Henri Verbeet
2024-09-26 01:25:28 +02:00
Approved-by: Giovanni Mascellani (@giomasce) Approved-by: Henri Verbeet (@hverbeet) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/1113
@ -137,6 +137,14 @@ static void shader_glsl_print_register_name(struct vkd3d_string_buffer *buffer,
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vkd3d_string_buffer_printf(buffer, "%s_out[%u]", gen->prefix, reg->idx[0].offset);
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break;
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case VKD3DSPR_DEPTHOUT:
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if (gen->program->shader_version.type != VKD3D_SHADER_TYPE_PIXEL)
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vkd3d_glsl_compiler_error(gen, VKD3D_SHADER_ERROR_GLSL_INTERNAL,
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"Internal compiler error: Unhandled depth output in shader type #%x.",
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gen->program->shader_version.type);
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vkd3d_string_buffer_printf(buffer, "gl_FragDepth");
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break;
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case VKD3DSPR_IMMCONST:
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switch (reg->dimension)
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{
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@ -16,22 +16,22 @@ float main() : SV_Depth
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uniform 0 float 0.0
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clear dsv 1.0
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depth less
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todo(glsl) draw quad
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draw quad
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probe dsv (0,0) r (0.0)
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uniform 0 float 0.75
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clear dsv 1.0
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todo(glsl) draw quad
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draw quad
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probe dsv (0,0) r (0.75)
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clear dsv 0.5
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depth greater
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todo(glsl) draw quad
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draw quad
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probe dsv (0,0) r (0.75)
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depth less
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clear dsv 0.5
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todo(glsl) draw quad
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draw quad
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probe dsv (0,0) r (0.5)
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