vkd3d-shader/d3dbc: Make sure all inter-stage varyings have a unique register index.

spirv will need this.
This commit is contained in:
Zebediah Figura 2023-07-17 23:50:41 -05:00 committed by Alexandre Julliard
parent b4bb3931c5
commit bad72d1874
Notes: Alexandre Julliard 2023-08-03 21:25:28 +09:00
Approved-by: Henri Verbeet (@hverbeet)
Approved-by: Alexandre Julliard (@julliard)
Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/280
2 changed files with 9 additions and 4 deletions

View File

@ -524,6 +524,8 @@ static struct signature_element *find_signature_element_by_register_index(
return NULL;
}
#define SM1_COLOR_REGISTER_OFFSET 8
static bool add_signature_element(struct vkd3d_shader_sm1_parser *sm1, bool output,
const char *name, unsigned int index, enum vkd3d_shader_sysval_semantic sysval,
unsigned int register_index, bool is_dcl, unsigned int mask)
@ -606,7 +608,7 @@ static bool add_signature_element_from_register(struct vkd3d_shader_sm1_parser *
return true;
}
return add_signature_element(sm1, false, "COLOR", register_index,
VKD3D_SHADER_SV_NONE, register_index, is_dcl, mask);
VKD3D_SHADER_SV_NONE, SM1_COLOR_REGISTER_OFFSET + register_index, is_dcl, mask);
case VKD3DSPR_TEXTURE:
/* For vertex shaders, this is ADDR. */
@ -633,6 +635,9 @@ static bool add_signature_element_from_register(struct vkd3d_shader_sm1_parser *
/* fall through */
case VKD3DSPR_ATTROUT:
return add_signature_element(sm1, true, "COLOR", register_index,
VKD3D_SHADER_SV_NONE, SM1_COLOR_REGISTER_OFFSET + register_index, is_dcl, mask);
case VKD3DSPR_COLOROUT:
return add_signature_element(sm1, true, "COLOR", register_index,
VKD3D_SHADER_SV_NONE, register_index, is_dcl, mask);

View File

@ -505,7 +505,7 @@ static void test_scan_signatures(void)
{
{"POSITION", 0, 0, VKD3D_SHADER_SV_POSITION, VKD3D_SHADER_COMPONENT_FLOAT, 0, 0xf, 0xf},
{"TEXCOORD", 2, 0, VKD3D_SHADER_SV_NONE, VKD3D_SHADER_COMPONENT_FLOAT, 2, 0xf, 0xf},
{"COLOR", 0, 0, VKD3D_SHADER_SV_NONE, VKD3D_SHADER_COMPONENT_FLOAT, 0, 0xf, 0xf},
{"COLOR", 0, 0, VKD3D_SHADER_SV_NONE, VKD3D_SHADER_COMPONENT_FLOAT, 8, 0xf, 0xf},
{"FOG", 0, 0, VKD3D_SHADER_SV_NONE, VKD3D_SHADER_COMPONENT_FLOAT, 1, 0x1, 0x1},
{"PSIZE", 0, 0, VKD3D_SHADER_SV_NONE, VKD3D_SHADER_COMPONENT_FLOAT, 2, 0x1, 0x1},
};
@ -582,7 +582,7 @@ static void test_scan_signatures(void)
static const struct vkd3d_shader_signature_element ps2_inputs[] =
{
{"TEXCOORD", 2, 0, VKD3D_SHADER_SV_NONE, VKD3D_SHADER_COMPONENT_FLOAT, 2, 0xf, 0xf},
{"COLOR", 0, 0, VKD3D_SHADER_SV_NONE, VKD3D_SHADER_COMPONENT_FLOAT, 0, 0xf, 0xf},
{"COLOR", 0, 0, VKD3D_SHADER_SV_NONE, VKD3D_SHADER_COMPONENT_FLOAT, 8, 0xf, 0xf},
};
static const struct vkd3d_shader_signature_element ps2_outputs[] =
@ -603,7 +603,7 @@ static void test_scan_signatures(void)
static const struct vkd3d_shader_signature_element ps3_inputs[] =
{
{"COLOR", 0, 0, VKD3D_SHADER_SV_NONE, VKD3D_SHADER_COMPONENT_FLOAT, 0, 0xf, 0xf},
{"COLOR", 0, 0, VKD3D_SHADER_SV_NONE, VKD3D_SHADER_COMPONENT_FLOAT, 8, 0xf, 0xf},
{"TEXCOORD", 2, 0, VKD3D_SHADER_SV_NONE, VKD3D_SHADER_COMPONENT_FLOAT, 2, 0xf, 0xf},
};