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>
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@ -2906,8 +2906,10 @@ static void shader_glsl_get_register_name(const struct wined3d_shader_register *
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case WINED3DSPR_TEXCRDOUT:
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/* Vertex shaders >= 3.0: WINED3DSPR_OUTPUT */
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if (reg->idx[0].rel_addr)
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FIXME("VS3 output registers relative addressing.\n");
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sprintf(register_name, "%s_out[%u]", prefix, reg->idx[0].offset);
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sprintf(register_name, "%s_out[%s + %u]",
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prefix, rel_param0.param_str, reg->idx[0].offset);
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else
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sprintf(register_name, "%s_out[%u]", prefix, reg->idx[0].offset);
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break;
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case WINED3DSPR_MISCTYPE:
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@ -1398,7 +1398,7 @@ static HRESULT shader_get_registers_used(struct wined3d_shader *shader, const st
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}
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break;
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case WINED3DSPR_TEXCRDOUT:
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case WINED3DSPR_TEXCRDOUT: /* WINED3DSPR_OUTPUT */
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if (shader_version.major >= 3)
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{
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if (idx >= ARRAY_SIZE(reg_maps->u.output_registers_mask))
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