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vkd3d-shader/hlsl: Support semantics for array types.
This commit is contained in:
committed by
Alexandre Julliard
parent
a488889494
commit
edc72fdefc
Notes:
Alexandre Julliard
2023-05-01 22:24:44 +02:00
Approved-by: Giovanni Mascellani (@giomasce) Approved-by: Zebediah Figura (@zfigura) Approved-by: Henri Verbeet (@hverbeet) Approved-by: Alexandre Julliard (@julliard) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/148
@ -52,7 +52,7 @@ draw quad
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probe (0, 0) rgba (0.2, 0.2, 0.2, 0.2)
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[vertex shader todo]
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[vertex shader]
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void main(out float4 tex[4] : texcoord, inout float4 pos : sv_position)
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{
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tex[0] = float4(10.0, 11.0, 12.0, 13.0);
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@ -71,7 +71,7 @@ float4 main(in float2 arr[2]) : sv_target
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% Array elements with a semantic get successive indexes.
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[pixel shader todo]
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[pixel shader]
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struct apple
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{
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float3 tp[4] : TEXCOORD0;
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@ -83,12 +83,12 @@ float4 main(in apple a) : sv_target
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}
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[test]
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todo draw quad
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todo probe (0, 0) rgba (10.0, 20.0, 30.0, 40.0)
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draw quad
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probe (0, 0) rgba (10.0, 20.0, 30.0, 40.0)
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% Arrays of matrices get successive indexes.
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[pixel shader todo]
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[pixel shader]
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struct apple
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{
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float4x2 tp[2] : TEXCOORD0;
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@ -100,13 +100,13 @@ float4 main(in apple a) : sv_target
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}
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[test]
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todo draw quad
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todo probe (0, 0) rgba (10.0, 11.0, 30.0, 31.0)
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draw quad
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probe (0, 0) rgba (10.0, 11.0, 30.0, 31.0)
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% Arrays (even multi-dimensional) of struct elements are allowed. The fields in the different struct
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% elements get the same indexes.
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[pixel shader todo]
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[pixel shader]
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struct apple
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{
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float4 tc0 : TEXCOORD0;
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@ -119,11 +119,11 @@ float4 main(in apple aps[2][2]) : sv_target
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}
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[test]
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todo draw quad
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todo probe (0, 0) rgba (10.0, 10.0, 20.0, 20.0)
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draw quad
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probe (0, 0) rgba (10.0, 10.0, 20.0, 20.0)
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[pixel shader todo]
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[pixel shader]
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struct apple
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{
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float4 tc0 : TEXCOORD0;
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@ -141,8 +141,8 @@ float4 main(in banana bans[2]) : sv_target
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}
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[test]
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todo draw quad
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todo probe (0, 0) rgba (10.0, 11.0, 20.0, 21.0)
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draw quad
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probe (0, 0) rgba (10.0, 11.0, 20.0, 21.0)
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[pixel shader fail]
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@ -181,7 +181,7 @@ void main(out banana bans[2])
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}
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[vertex shader todo]
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[vertex shader]
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struct apple
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{
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float4 tex[2] : TEXCOORD0;
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@ -200,12 +200,12 @@ float4 main(in float4 tex0 : TEXCOORD0, in float4 tex1 : TEXCOORD1) : sv_target
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}
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[test]
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todo draw quad
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todo probe (0, 0) rgba (1.0, 2.0, 10.0, 20.0)
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draw quad
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probe (0, 0) rgba (1.0, 2.0, 10.0, 20.0)
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% Output semantics cannot be mapped to more than one value.
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[vertex shader fail]
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[vertex shader fail todo]
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struct apple
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{
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float2 tex : TEXCOORD0;
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@ -240,7 +240,7 @@ void main(out float2 a : sem0, out float2 b : SEM, inout float4 pos : sv_positio
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}
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[vertex shader todo]
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[vertex shader]
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void main(out float4 tex[4] : texcoord, inout float4 pos : sv_position)
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{
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tex[0] = float4(10.0, 11.0, 12.0, 13.0);
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@ -259,8 +259,8 @@ float4 main(in float4 t1 : TEXCOORD0, in float4 t2 : TEXCOORD0) : sv_target
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}
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[test]
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todo draw quad
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todo probe (0, 0) rgba (99.0, 99.0, 10.0, 11.0)
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draw quad
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probe (0, 0) rgba (99.0, 99.0, 10.0, 11.0)
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% Different indexes of the same semantic can have different types.
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@ -271,8 +271,8 @@ float4 main(in float4 a : TEXCOORD0, in float3 b : TEXCOORD1) : sv_target
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}
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[test]
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todo draw quad
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todo probe (0, 0) rgba (10.0, 11.0, 20.0, 21.0)
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draw quad
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probe (0, 0) rgba (10.0, 11.0, 20.0, 21.0)
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% In SM4, duplicated input semantics can only have different types if they have the same layout and
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