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vkd3d-shader/hlsl: Implement input semantics for geometry shaders.
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Notes:
Henri Verbeet
2025-03-18 16:04:44 +01:00
Approved-by: Henri Verbeet (@hverbeet) Approved-by: Elizabeth Figura (@zfigura) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/1431
@@ -2104,6 +2104,7 @@ static const char *get_semantic_register_name(enum vkd3d_shader_sysval_semantic
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{
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switch (semantic)
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{
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case VKD3D_SHADER_SV_PRIMITIVE_ID: return "primID";
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case VKD3D_SHADER_SV_DEPTH: return "oDepth";
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case VKD3D_SHADER_SV_DEPTH_GREATER_EQUAL: return "oDepthGE";
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case VKD3D_SHADER_SV_DEPTH_LESS_EQUAL: return "oDepthLE";
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@@ -9135,9 +9135,17 @@ static void sm4_generate_vsir_instr_dcl_semantic(struct hlsl_ctx *ctx, struct vs
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? VKD3DSIH_DCL_INPUT_PS : VKD3DSIH_DCL_INPUT;
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break;
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case VKD3D_SHADER_SV_PRIMITIVE_ID:
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if (version->type == VKD3D_SHADER_TYPE_PIXEL)
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opcode = VKD3DSIH_DCL_INPUT_PS_SGV;
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else if (version->type == VKD3D_SHADER_TYPE_GEOMETRY)
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opcode = VKD3DSIH_DCL_INPUT;
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else
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opcode = VKD3DSIH_DCL_INPUT_SGV;
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break;
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case VKD3D_SHADER_SV_INSTANCE_ID:
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case VKD3D_SHADER_SV_IS_FRONT_FACE:
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case VKD3D_SHADER_SV_PRIMITIVE_ID:
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case VKD3D_SHADER_SV_SAMPLE_INDEX:
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case VKD3D_SHADER_SV_VERTEX_ID:
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opcode = (version->type == VKD3D_SHADER_TYPE_PIXEL)
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@@ -9188,7 +9196,7 @@ static void sm4_generate_vsir_instr_dcl_semantic(struct hlsl_ctx *ctx, struct vs
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}
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else if (opcode == VKD3DSIH_DCL_INPUT || opcode == VKD3DSIH_DCL_INPUT_PS)
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{
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VKD3D_ASSERT(semantic == VKD3D_SHADER_SV_NONE || is_primitive);
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VKD3D_ASSERT(semantic == VKD3D_SHADER_SV_NONE || is_primitive || version->type == VKD3D_SHADER_TYPE_GEOMETRY);
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dst_param = &ins->declaration.dst;
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}
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else
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@@ -12637,7 +12645,7 @@ static void process_entry_function(struct hlsl_ctx *ctx,
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if (var->storage_modifiers & HLSL_STORAGE_IN)
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{
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if (profile->type == VKD3D_SHADER_TYPE_GEOMETRY)
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if (profile->type == VKD3D_SHADER_TYPE_GEOMETRY && !var->semantic.name)
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{
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hlsl_error(ctx, &var->loc, VKD3D_SHADER_ERROR_HLSL_MISSING_PRIMITIVE_TYPE,
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"Input parameter \"%s\" is missing a primitive type.", var->name);
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@@ -1721,7 +1721,7 @@ static void init_sm4_lookup_tables(struct vkd3d_sm4_lookup_tables *lookup)
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{VKD3D_SM5_RT_LOCAL_THREAD_ID, VKD3DSPR_LOCALTHREADID, VKD3D_SM4_SWIZZLE_VEC4},
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{VKD3D_SM5_RT_COVERAGE, VKD3DSPR_COVERAGE, VKD3D_SM4_SWIZZLE_VEC4},
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{VKD3D_SM5_RT_LOCAL_THREAD_INDEX, VKD3DSPR_LOCALTHREADINDEX,VKD3D_SM4_SWIZZLE_VEC4},
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{VKD3D_SM5_RT_GS_INSTANCE_ID, VKD3DSPR_GSINSTID, VKD3D_SM4_SWIZZLE_VEC4},
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{VKD3D_SM5_RT_GS_INSTANCE_ID, VKD3DSPR_GSINSTID, VKD3D_SM4_SWIZZLE_SCALAR},
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{VKD3D_SM5_RT_DEPTHOUT_GREATER_EQUAL, VKD3DSPR_DEPTHOUTGE, VKD3D_SM4_SWIZZLE_VEC4},
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{VKD3D_SM5_RT_DEPTHOUT_LESS_EQUAL, VKD3DSPR_DEPTHOUTLE, VKD3D_SM4_SWIZZLE_VEC4},
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{VKD3D_SM5_RT_OUTPUT_STENCIL_REF, VKD3DSPR_OUTSTENCILREF, VKD3D_SM4_SWIZZLE_VEC4},
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@@ -2991,6 +2991,7 @@ bool sm4_register_from_semantic_name(const struct vkd3d_shader_version *version,
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{"sv_primitiveid", false, VKD3D_SHADER_TYPE_DOMAIN, VKD3DSPR_PRIMID, false},
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{"sv_primitiveid", false, VKD3D_SHADER_TYPE_GEOMETRY, VKD3DSPR_PRIMID, false},
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{"sv_gsinstanceid", false, VKD3D_SHADER_TYPE_GEOMETRY, VKD3DSPR_GSINSTID, false},
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{"sv_outputcontrolpointid", false, VKD3D_SHADER_TYPE_HULL, VKD3DSPR_OUTPOINTID, false},
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{"sv_primitiveid", false, VKD3D_SHADER_TYPE_HULL, VKD3DSPR_PRIMID, false},
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@@ -3096,9 +3097,8 @@ bool sm4_sysval_semantic_from_semantic_name(enum vkd3d_shader_sysval_semantic *s
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{"sv_position", true, VKD3D_SHADER_TYPE_DOMAIN, VKD3D_SHADER_SV_POSITION},
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{"position", false, VKD3D_SHADER_TYPE_GEOMETRY, VKD3D_SHADER_SV_POSITION},
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{"sv_position", false, VKD3D_SHADER_TYPE_GEOMETRY, VKD3D_SHADER_SV_POSITION},
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{"sv_primitiveid", false, VKD3D_SHADER_TYPE_GEOMETRY, VKD3D_SHADER_SV_PRIMITIVE_ID},
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{"sv_gsinstanceid", false, VKD3D_SHADER_TYPE_GEOMETRY, ~0u},
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{"position", true, VKD3D_SHADER_TYPE_GEOMETRY, VKD3D_SHADER_SV_POSITION},
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{"sv_position", true, VKD3D_SHADER_TYPE_GEOMETRY, VKD3D_SHADER_SV_POSITION},
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@@ -3199,6 +3199,8 @@ bool sm4_sysval_semantic_from_semantic_name(enum vkd3d_shader_sysval_semantic *s
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if (has_sv_prefix)
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return false;
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if (!output && version->type == VKD3D_SHADER_TYPE_GEOMETRY)
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return false;
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*sysval_semantic = VKD3D_SHADER_SV_NONE;
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return true;
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