vkd3d-shader/dxil: I/O sysvals part 3.
2 unresolved threads
2 unresolved threads
Merge request reports
Activity
8409 8409 [SEMANTIC_KIND_VERTEXID] = VKD3D_SHADER_SV_VERTEX_ID, 8410 8410 [SEMANTIC_KIND_INSTANCEID] = VKD3D_SHADER_SV_INSTANCE_ID, 8411 8411 [SEMANTIC_KIND_POSITION] = VKD3D_SHADER_SV_POSITION, 8412 [SEMANTIC_KIND_CLIPDISTANCE] = VKD3D_SHADER_SV_CLIP_DISTANCE, 8413 [SEMANTIC_KIND_CULLDISTANCE] = VKD3D_SHADER_SV_CULL_DISTANCE, +[vertex shader todo] +float clip; + +void main(float4 in_position : POSITION, out float4 out_position : SV_Position, + out float out_clip : SV_ClipDistance) +{ + out_position = in_position; + out_clip = clip; +} + +[pixel shader todo] +float4 main(float4 position : SV_Position, float clip : SV_ClipDistance) : SV_Target +{ + return float4(0.5 + clip / 4.0, 0.0, 0.0, 1.0); +}
Is that really the most useful way to test clip distance?
added 41 commits
-
b01806b6...e1c774bf - 37 commits from branch
wine:master
- e4724b46 - tests/hlsl: Add a test for SV_Coverage out.
- 4f50af4c - vkd3d-shader/dxil: Handle SV_Coverage out.
- 01af0f94 - tests/hlsl: Add a test for SV_ClipDistance.
- 9e57039f - vkd3d-shader/dxil: Handle SV_ClipDistance and SV_CullDistance.
Toggle commit list-
b01806b6...e1c774bf - 37 commits from branch
Please register or sign in to reply