vkd3d-shader/hlsl: Implement output semantics for geometry shaders.

This commit is contained in:
Shaun Ren
2025-03-14 19:17:08 -04:00
committed by Henri Verbeet
parent 18ec4caded
commit a58b1f7011
Notes: Henri Verbeet 2025-05-24 21:46:59 +02:00
Approved-by: Elizabeth Figura (@zfigura)
Approved-by: Henri Verbeet (@hverbeet)
Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/1488
2 changed files with 10 additions and 0 deletions

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@@ -9983,6 +9983,9 @@ static void sm4_generate_vsir_instr_dcl_semantic(struct hlsl_ctx *ctx, struct vs
if (semantic == VKD3D_SHADER_SV_NONE || version->type == VKD3D_SHADER_TYPE_PIXEL
|| (version->type == VKD3D_SHADER_TYPE_HULL && !ctx->is_patch_constant_func))
opcode = VKD3DSIH_DCL_OUTPUT;
else if ((semantic == VKD3D_SHADER_SV_PRIMITIVE_ID || semantic == VKD3D_SHADER_SV_IS_FRONT_FACE)
&& version->type == VKD3D_SHADER_TYPE_GEOMETRY)
opcode = VKD3DSIH_DCL_OUTPUT_SGV;
else
opcode = VKD3DSIH_DCL_OUTPUT_SIV;
}