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vkd3d-shader/tpf: Get rid of the output map.
Map output registers in the backend instead, as needed.
This commit is contained in:
committed by
Alexandre Julliard
parent
31ce7c3a38
commit
98d158d004
Notes:
Alexandre Julliard
2023-10-09 23:09:10 +02:00
Approved-by: Henri Verbeet (@hverbeet) Approved-by: Alexandre Julliard (@julliard) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/392
@ -3003,9 +3003,11 @@ static bool spirv_compiler_get_register_name(char *buffer, unsigned int buffer_s
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snprintf(buffer, buffer_size, "vicp%u", idx);
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break;
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case VKD3DSPR_OUTPUT:
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case VKD3DSPR_COLOROUT:
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snprintf(buffer, buffer_size, "o%u", idx);
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break;
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case VKD3DSPR_COLOROUT:
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snprintf(buffer, buffer_size, "oC%u", idx);
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break;
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case VKD3DSPR_DEPTHOUT:
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case VKD3DSPR_DEPTHOUTGE:
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case VKD3DSPR_DEPTHOUTLE:
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@ -5061,6 +5063,9 @@ static void spirv_compiler_emit_output(struct spirv_compiler *compiler,
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if (is_patch_constant)
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location += shader_signature_next_location(&compiler->output_signature);
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else if (compiler->shader_type == VKD3D_SHADER_TYPE_PIXEL
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&& signature_element->sysval_semantic == VKD3D_SHADER_SV_TARGET)
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location = signature_element->semantic_index;
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id = spirv_compiler_emit_array_variable(compiler, &builder->global_stream,
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storage_class, component_type, output_component_count, array_sizes, 2);
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