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vkd3d-shader/hlsl: Generate vsir registers from patch variable derefs.
This commit is contained in:
Notes:
Henri Verbeet
2025-02-03 16:40:17 +01:00
Approved-by: Henri Verbeet (@hverbeet) Approved-by: Elizabeth Figura (@zfigura) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/1362
@ -122,7 +122,7 @@ float4 main(InputPatch<data, 2> patch) : SV_TARGET
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return 0;
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}
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[hull shader todo]
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[hull shader]
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struct data
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{
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float4 val : VAL;
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@ -148,7 +148,7 @@ float4 main(InputPatch<data, 2> patch) : POSITION
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return 0;
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}
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[hull shader todo]
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[hull shader]
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struct data
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{
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float4 val : VAL;
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@ -242,7 +242,7 @@ float4 main(OutputPatch<data, 2> patch) : POSITION
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return patch[0].val;
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}
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[hull shader todo]
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[hull shader]
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struct data
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{
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float4 val : VAL;
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@ -273,7 +273,7 @@ out_data main()
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return (out_data)0;
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}
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[domain shader todo]
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[domain shader]
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struct data
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{
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float4 val : VAL;
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@ -304,7 +304,7 @@ void main(OutputPatch<data, 2> patch, inout PointStream<data> vout)
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% Patch parameters can't have more than 32 control points.
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[hull shader todo]
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[hull shader]
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struct data
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{
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float4 val : VAL;
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@ -356,7 +356,7 @@ float4 main(InputPatch<data, 33> patch) : POSITION
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return 0;
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}
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[domain shader todo]
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[domain shader]
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struct data
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{
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float4 val : VAL;
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@ -446,7 +446,7 @@ float4 main(OutputPatch<data, 2> patch, patch_constant_data input, OutputPatch<d
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% InputPatch types must match between the main function and the patch constant function of a hull shader.
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[hull shader fail todo]
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[hull shader fail]
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struct data
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{
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float4 val : VAL;
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@ -477,7 +477,7 @@ float4 main(InputPatch<data, 2> patch) : POSITION
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return 0;
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}
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[hull shader fail todo]
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[hull shader fail]
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struct data
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{
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float4 val : VAL;
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