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vkd3d-shader/dxil: I/O sysvals part 3.

Merged Conor McCarthy requested to merge cmccarthy/vkd3d:dx_io_3 into master
2 unresolved threads

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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,
  • Giovanni Mascellani approved this merge request

    approved this merge request

    • +[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?

    • I replaced it with one based on the vertex shader test in test_clip_distance() but without the constant test. The tessellation and geometry shader tests there can be added in a later MR.

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  • Conor McCarthy added 2 commits

    added 2 commits

    • 975ce10e - tests/hlsl: Add a test for SV_ClipDistance.
    • b01806b6 - vkd3d-shader/dxil: Handle SV_ClipDistance and SV_CullDistance.

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  • Henri Verbeet approved this merge request

    approved this merge request

  • 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.

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  • Alexandre Julliard approved this merge request

    approved this merge request

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