wined3d: Add support for output registers relative addressing.

Required for tessellation shaders.

Signed-off-by: Józef Kucia <jkucia@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Józef Kucia 2017-05-20 13:46:04 +02:00 committed by Alexandre Julliard
parent 1ac5db4fc0
commit 38d5b29ae1
2 changed files with 5 additions and 3 deletions

View File

@ -2906,8 +2906,10 @@ static void shader_glsl_get_register_name(const struct wined3d_shader_register *
case WINED3DSPR_TEXCRDOUT:
/* Vertex shaders >= 3.0: WINED3DSPR_OUTPUT */
if (reg->idx[0].rel_addr)
FIXME("VS3 output registers relative addressing.\n");
sprintf(register_name, "%s_out[%u]", prefix, reg->idx[0].offset);
sprintf(register_name, "%s_out[%s + %u]",
prefix, rel_param0.param_str, reg->idx[0].offset);
else
sprintf(register_name, "%s_out[%u]", prefix, reg->idx[0].offset);
break;
case WINED3DSPR_MISCTYPE:

View File

@ -1398,7 +1398,7 @@ static HRESULT shader_get_registers_used(struct wined3d_shader *shader, const st
}
break;
case WINED3DSPR_TEXCRDOUT:
case WINED3DSPR_TEXCRDOUT: /* WINED3DSPR_OUTPUT */
if (shader_version.major >= 3)
{
if (idx >= ARRAY_SIZE(reg_maps->u.output_registers_mask))