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vkd3d-shader/glsl: Handle SV_POSITION inputs in fragment shaders.
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Notes:
Henri Verbeet
2024-10-08 22:11:09 +02:00
Approved-by: Giovanni Mascellani (@giomasce) Approved-by: Henri Verbeet (@hverbeet) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/1155
@ -931,19 +931,20 @@ static void shader_glsl_print_sysval_name(struct vkd3d_string_buffer *buffer, st
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switch (sysval)
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switch (sysval)
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{
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{
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case VKD3D_SHADER_SV_POSITION:
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case VKD3D_SHADER_SV_POSITION:
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if (version->type == VKD3D_SHADER_TYPE_PIXEL || version->type == VKD3D_SHADER_TYPE_COMPUTE)
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if (version->type == VKD3D_SHADER_TYPE_COMPUTE)
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{
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{
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vkd3d_string_buffer_printf(buffer, "<unhandled sysval %#x>", sysval);
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vkd3d_string_buffer_printf(buffer, "<unhandled sysval %#x>", sysval);
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vkd3d_glsl_compiler_error(gen, VKD3D_SHADER_ERROR_GLSL_INTERNAL,
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vkd3d_glsl_compiler_error(gen, VKD3D_SHADER_ERROR_GLSL_INTERNAL,
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"Internal compiler error: Unhandled system value %#x.", sysval);
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"Internal compiler error: Unhandled SV_POSITION in shader type #%x.", version->type);
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break;
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}
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}
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if (idx)
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vkd3d_glsl_compiler_error(gen, VKD3D_SHADER_ERROR_GLSL_INTERNAL,
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"Internal compiler error: Unhandled SV_POSITION index %u.", idx);
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if (version->type == VKD3D_SHADER_TYPE_PIXEL)
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vkd3d_string_buffer_printf(buffer, "gl_FragCoord");
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else
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else
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{
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vkd3d_string_buffer_printf(buffer, "gl_Position");
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vkd3d_string_buffer_printf(buffer, "gl_Position");
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if (idx)
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vkd3d_glsl_compiler_error(gen, VKD3D_SHADER_ERROR_GLSL_INTERNAL,
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"Internal compiler error: Unhandled SV_POSITION index %u.", idx);
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}
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break;
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break;
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case VKD3D_SHADER_SV_VERTEX_ID:
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case VKD3D_SHADER_SV_VERTEX_ID:
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@ -73,7 +73,7 @@ float4 main(float4 pos : sv_position) : sv_target
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}
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}
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[test]
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[test]
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todo(glsl) draw quad
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draw quad
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probe (0, 0) rgba (0.1, 0.2, 0.3, 0.4)
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probe (0, 0) rgba (0.1, 0.2, 0.3, 0.4)
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probe (1, 0) rgba (0.5, 0.7, 0.6, 0.8)
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probe (1, 0) rgba (0.5, 0.7, 0.6, 0.8)
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probe (0, 1) rgba (0.6, 0.5, 0.2, 0.1)
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probe (0, 1) rgba (0.6, 0.5, 0.2, 0.1)
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@ -15,7 +15,7 @@ float4 main(float4 pos : sv_position) : sv_target
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}
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}
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[test]
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[test]
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todo(glsl) draw quad
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draw quad
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probe (0, 0) rgba (0.1, 0.2, 0.3, 0.4)
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probe (0, 0) rgba (0.1, 0.2, 0.3, 0.4)
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probe (1, 0) rgba (0.5, 0.7, 0.6, 0.8)
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probe (1, 0) rgba (0.5, 0.7, 0.6, 0.8)
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probe (0, 1) rgba (0.6, 0.5, 0.2, 0.1)
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probe (0, 1) rgba (0.6, 0.5, 0.2, 0.1)
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@ -30,7 +30,7 @@ float4 main(float4 pos : sv_position) : sv_target
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}
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}
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[test]
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[test]
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todo(glsl) draw quad
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draw quad
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probe (0, 0) rgba (0.1, 0.2, 0.3, 0.4)
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probe (0, 0) rgba (0.1, 0.2, 0.3, 0.4)
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probe (1, 0) rgba (0.6, 0.5, 0.2, 0.1)
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probe (1, 0) rgba (0.6, 0.5, 0.2, 0.1)
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probe (0, 1) rgba (0.5, 0.7, 0.6, 0.8)
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probe (0, 1) rgba (0.5, 0.7, 0.6, 0.8)
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