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libs/vkd3d-shader: Implement SV_RenderTargetArrayIndex.
Signed-off-by: Józef Kucia <jkucia@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -2779,33 +2779,9 @@ static uint32_t vkd3d_spirv_front_facing_fixup(struct vkd3d_dxbc_compiler *compi
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return vkd3d_dxbc_compiler_emit_bool_to_int(compiler, 1, front_facing_id);
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return vkd3d_dxbc_compiler_emit_bool_to_int(compiler, 1, front_facing_id);
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}
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}
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/* The Vulkan spec says:
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/*
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*
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* The following table is based on the "14.6. Built-In Variables" section from
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* "The variable decorated with GlobalInvocationId must be declared as a
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* the Vulkan spec.
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* three-component vector of 32-bit integers."
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*
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* "The variable decorated with LocalInvocationId must be declared as a
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* three-component vector of 32-bit integers."
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*
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* "The variable decorated with WorkgroupId must be declared as a
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* three-component vector of 32-bit integers."
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*
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* "The variable decorated with FragCoord must be declared as a
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* four-component vector of 32-bit floating-point values."
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*
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* "The variable decorated with FragDepth must be declared as a scalar 32-bit
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* floating-point value."
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*
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* "Any variable decorated with Position must be declared as a four-component
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* vector of 32-bit floating-point values."
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*
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* "The variable decorated with VertexIndex must be declared as a scalar
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* 32-bit integer."
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*
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* "The variable decorated with InstanceIndex must be declared as a scalar
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* 32-bit integer."
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*
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* "The variable decorated with FrontFacing must be declared as a boolean."
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*/
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*/
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static const struct vkd3d_spirv_builtin
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static const struct vkd3d_spirv_builtin
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{
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{
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@ -2835,6 +2811,8 @@ vkd3d_spirv_builtin_table[] =
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{VKD3D_SIV_VERTEX_ID, ~0u, VKD3D_TYPE_INT, 1, SpvBuiltInVertexIndex},
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{VKD3D_SIV_VERTEX_ID, ~0u, VKD3D_TYPE_INT, 1, SpvBuiltInVertexIndex},
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{VKD3D_SIV_INSTANCE_ID, ~0u, VKD3D_TYPE_INT, 1, SpvBuiltInInstanceIndex, vkd3d_spirv_instance_id_fixup},
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{VKD3D_SIV_INSTANCE_ID, ~0u, VKD3D_TYPE_INT, 1, SpvBuiltInInstanceIndex, vkd3d_spirv_instance_id_fixup},
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{VKD3D_SIV_RENDER_TARGET_ARRAY_INDEX, ~0u, VKD3D_TYPE_INT, 1, SpvBuiltInLayer},
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{VKD3D_SIV_IS_FRONT_FACE, ~0u, VKD3D_TYPE_BOOL, 1, SpvBuiltInFrontFacing, vkd3d_spirv_front_facing_fixup},
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{VKD3D_SIV_IS_FRONT_FACE, ~0u, VKD3D_TYPE_BOOL, 1, SpvBuiltInFrontFacing, vkd3d_spirv_front_facing_fixup},
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};
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};
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