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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
@@ -1444,6 +1444,8 @@ struct vsir_program
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enum vsir_control_flow_type cf_type;
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enum vsir_normalisation_level normalisation_level;
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enum vkd3d_tessellator_domain tess_domain;
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enum vkd3d_shader_tessellator_partitioning tess_partitioning;
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enum vkd3d_shader_tessellator_output_primitive tess_output_primitive;
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uint32_t io_dcls[VKD3D_BITMAP_SIZE(VKD3DSPR_COUNT)];
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struct vsir_features features;
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