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vkd3d-shader/hlsl: Store stream index in struct hlsl_semantic.
In addition, support stream indices in tpf_write_signature().
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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
@@ -233,7 +233,7 @@ void main(InputPatch<gs_data, 3> data, InputPatch<gs_data2, 3> data2, InputPatch
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{
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}
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[geometry shader fail todo(sm>=5)]
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[geometry shader fail]
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struct gs_data
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{
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float4 pos : SV_POSITION;
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@@ -254,7 +254,7 @@ void main(InputPatch<gs_data, 3> data, InputPatch<gs_data2, 4> data2, InputPatch
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{
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}
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[geometry shader fail todo(sm>=5)]
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[geometry shader fail]
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struct gs_data
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{
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float4 pos : SV_POSITION;
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@@ -691,7 +691,7 @@ void main(point gs_data vin[1], inout PointStream<gs_data> vout)
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% The total component count of all outputs are used. If the allocated registers overlap,
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% the largest allocation size is used for the calculation.
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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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float2 x : X; // Allocates to o0.xy
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@@ -712,7 +712,7 @@ void main(point gs_data vin[1], inout PointStream<gs_data> vout1, inout PointStr
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vout2.Append((gs_data2)0);
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}
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[geometry shader fail todo(sm>=5)]
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[geometry shader fail]
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struct gs_data
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{
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float2 x : X; // Allocates to o0.xy
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