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vkd3d-shader/hlsl: Store hull and domain shader properties in vsir_program.
The alternative to adding the vsir_program->tess_output_primitive and vsir_program->tess_partitioning fields would be to emit the vsir DCL_TESSELLATOR_OUTPUT_PRIMITIVE and DCL_TESSELLATOR_PARTITIONING instructions, like DXIL does, but I think that the preference is to store these kind of data directly in the vsir_program.
This commit is contained in:
committed by
Henri Verbeet
parent
347e7a396d
commit
f22729461e
Notes:
Henri Verbeet
2024-12-10 15:58:38 +01:00
Approved-by: Elizabeth Figura (@zfigura) Approved-by: Henri Verbeet (@hverbeet) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/1308
@@ -9745,6 +9745,8 @@ static void sm6_parser_emit_dcl_tessellator_partitioning(struct sm6_parser *sm6,
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ins = sm6_parser_add_instruction(sm6, VKD3DSIH_DCL_TESSELLATOR_PARTITIONING);
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ins->declaration.tessellator_partitioning = tessellator_partitioning;
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sm6->p.program->tess_partitioning = tessellator_partitioning;
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}
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static void sm6_parser_emit_dcl_tessellator_output_primitive(struct sm6_parser *sm6,
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@@ -9761,6 +9763,8 @@ static void sm6_parser_emit_dcl_tessellator_output_primitive(struct sm6_parser *
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ins = sm6_parser_add_instruction(sm6, VKD3DSIH_DCL_TESSELLATOR_OUTPUT_PRIMITIVE);
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ins->declaration.tessellator_output_primitive = primitive;
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sm6->p.program->tess_output_primitive = primitive;
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}
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static void sm6_parser_emit_dcl_max_tessellation_factor(struct sm6_parser *sm6, struct sm6_metadata_value *m)
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