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vkd3d-shader/msl: Handle SV_POSITION inputs.
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Notes:
Henri Verbeet
2025-06-05 16:18:57 +02:00
Approved-by: Giovanni Mascellani (@giomasce) Approved-by: Henri Verbeet (@hverbeet) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/1537
@@ -1046,21 +1046,31 @@ static void msl_generate_input_struct_declarations(struct msl_generator *gen)
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if (e->target_location == SIGNATURE_TARGET_LOCATION_UNUSED)
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continue;
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if (e->sysval_semantic)
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switch (e->sysval_semantic)
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{
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if (e->sysval_semantic == VKD3D_SHADER_SV_IS_FRONT_FACE)
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{
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case VKD3D_SHADER_SV_NONE:
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break;
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case VKD3D_SHADER_SV_POSITION:
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if (type != VKD3D_SHADER_TYPE_PIXEL)
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msl_compiler_error(gen, VKD3D_SHADER_ERROR_MSL_INTERNAL,
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"Internal compiler error: Unhandled SV_POSITION in shader type #%x.", type);
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msl_print_indent(gen->buffer, 1);
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vkd3d_string_buffer_printf(buffer, "float4 position [[position]];\n");
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continue;
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case VKD3D_SHADER_SV_IS_FRONT_FACE:
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if (type != VKD3D_SHADER_TYPE_PIXEL)
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msl_compiler_error(gen, VKD3D_SHADER_ERROR_MSL_INTERNAL,
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"Internal compiler error: Unhandled SV_IS_FRONT_FACE in shader type #%x.", type);
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msl_print_indent(gen->buffer, 1);
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vkd3d_string_buffer_printf(buffer, "bool is_front_face [[front_facing]];\n");
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continue;
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}
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msl_compiler_error(gen, VKD3D_SHADER_ERROR_MSL_INTERNAL,
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"Internal compiler error: Unhandled system value %#x.", e->sysval_semantic);
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continue;
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default:
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msl_compiler_error(gen, VKD3D_SHADER_ERROR_MSL_INTERNAL,
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"Internal compiler error: Unhandled system value %#x.", e->sysval_semantic);
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continue;
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}
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if (e->min_precision != VKD3D_SHADER_MINIMUM_PRECISION_NONE)
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@@ -1265,23 +1275,33 @@ static void msl_generate_entrypoint_prologue(struct msl_generator *gen)
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continue;
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vkd3d_string_buffer_printf(buffer, " %s_in[%u]", gen->prefix, e->register_index);
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if (e->sysval_semantic == VKD3D_SHADER_SV_NONE)
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switch (e->sysval_semantic)
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{
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msl_print_register_datatype(buffer, gen, vkd3d_data_type_from_component_type(e->component_type));
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msl_print_write_mask(buffer, e->mask);
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vkd3d_string_buffer_printf(buffer, " = input.shader_in_%u", i);
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msl_print_write_mask(buffer, e->mask);
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}
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else if (e->sysval_semantic == VKD3D_SHADER_SV_IS_FRONT_FACE)
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{
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vkd3d_string_buffer_printf(buffer, ".u = uint4(input.is_front_face ? 0xffffffffu : 0u, 0, 0, 0)");
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}
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else
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{
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vkd3d_string_buffer_printf(buffer, " = <unhandled sysval %#x>", e->sysval_semantic);
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msl_compiler_error(gen, VKD3D_SHADER_ERROR_MSL_INTERNAL,
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"Internal compiler error: Unhandled system value %#x input.", e->sysval_semantic);
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case VKD3D_SHADER_SV_NONE:
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msl_print_register_datatype(buffer, gen, vkd3d_data_type_from_component_type(e->component_type));
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msl_print_write_mask(buffer, e->mask);
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vkd3d_string_buffer_printf(buffer, " = input.shader_in_%u", i);
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break;
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case VKD3D_SHADER_SV_POSITION:
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msl_print_register_datatype(buffer, gen, VKD3D_DATA_FLOAT);
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msl_print_write_mask(buffer, e->mask);
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vkd3d_string_buffer_printf(buffer, " = float4(input.position.xyz, 1.0f / input.position.w)");
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break;
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case VKD3D_SHADER_SV_IS_FRONT_FACE:
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msl_print_register_datatype(buffer, gen, VKD3D_DATA_UINT);
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msl_print_write_mask(buffer, e->mask);
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vkd3d_string_buffer_printf(buffer, " = uint4(input.is_front_face ? 0xffffffffu : 0u, 0, 0, 0)");
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break;
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default:
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vkd3d_string_buffer_printf(buffer, " = <unhandled sysval %#x>", e->sysval_semantic);
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msl_compiler_error(gen, VKD3D_SHADER_ERROR_MSL_INTERNAL,
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"Internal compiler error: Unhandled system value %#x input.", e->sysval_semantic);
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break;
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}
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msl_print_write_mask(buffer, e->mask);
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vkd3d_string_buffer_printf(buffer, ";\n");
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}
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}
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