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vkd3d-shader/hlsl: Generate vsir registers from patch variable derefs.
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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
@@ -17,7 +17,7 @@ void main(uint id : SV_VertexID, out data output)
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output.zero = float3(0.0, 0.0, 0.0);
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}
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[hull shader todo]
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[hull shader]
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struct vsdata
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{
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float4 position : SV_Position;
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@@ -61,7 +61,7 @@ data main(InputPatch<vsdata, 3> input, uint i : SV_OutputControlPointID)
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return o;
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}
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[domain shader todo]
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[domain shader]
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struct hsdata
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{
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float4 position : SV_Position;
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@@ -105,5 +105,6 @@ float4 main(data input) : sv_target
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}
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[test]
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todo(sm<6) draw 3 control point patch list 3
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todo(mvk) probe (0, 0, 640, 480) rgba (-1.0, -2.0, 0.5, 1.0)
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% llvmpipe currently segfaults due to a bug during shader compilation in the driver.
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if(!llvmpipe) todo(glsl | msl | mvk & vulkan) draw 3 control point patch list 3
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if(!llvmpipe) todo(mvk) probe (0, 0, 640, 480) rgba (-1.0, -2.0, 0.5, 1.0)
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