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vkd3d-shader/hlsl: Generate vsir instructions for indexed output streams in geometry shaders.
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Notes:
Henri Verbeet
2025-06-02 21:00:38 +02:00
Approved-by: Elizabeth Figura (@zfigura) Approved-by: Henri Verbeet (@hverbeet) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/1518
@@ -541,7 +541,7 @@ gs_data main(point gs_data vin[1], inout TriangleStream<gs_data> vout)
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}
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% Output streams with nonzero stream indices are only allowed with point streams, and with SM >= 5.
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[geometry shader fail(sm<5) todo(sm>=5)]
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[geometry shader fail(sm<5)]
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struct gs_data
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{
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float4 pos : SV_POSITION;
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@@ -610,7 +610,7 @@ void main(point gs_data vin[1], inout PointStream<gs_data> vout1, inout Triangle
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vout1.RestartStrip();
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}
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[geometry shader fail(sm<5) todo(sm>=5)]
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[geometry shader fail(sm<5)]
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struct gs_data
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{
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float4 pos : SV_POSITION;
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@@ -623,7 +623,7 @@ void main(point gs_data vin[1], inout PointStream<gs_data> vout1, inout Triangle
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}
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% A maximum of 4 streams are allowed.
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[geometry shader fail(sm<5) todo(sm>=5)]
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[geometry shader fail(sm<5)]
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struct gs_data
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{
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float4 pos : SV_POSITION;
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