wined3d: Implement SV_IsFrontFace input sysval semantic.
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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@ -5310,6 +5310,10 @@ static void shader_glsl_input_pack(const struct wined3d_shader *shader, struct w
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shader->u.ps.input_reg_map[input->register_idx], reg_mask, reg_mask);
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else if (args->pointsprite && shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_TEXCOORD))
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shader_addline(buffer, "ps_in[%u] = vec4(gl_PointCoord.xy, 0.0, 0.0);\n", input->register_idx);
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else if (input->sysval_semantic == WINED3D_SV_IS_FRONT_FACE)
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shader_addline(buffer, "ps_in[%u] = vec4("
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"uintBitsToFloat(gl_FrontFacing ? 0xffffffffu : 0u), 0.0, 0.0, 0.0);\n",
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input->register_idx);
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else
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shader_addline(buffer, "ps_in[%u]%s = ps_link[%u]%s;\n",
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shader->u.ps.input_reg_map[input->register_idx], reg_mask,
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@ -1311,9 +1311,13 @@ static HRESULT shader_get_registers_used(struct wined3d_shader *shader, const st
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for (i = 0; i < input_signature->element_count; ++i)
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{
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reg_maps->input_registers |= 1u << input_signature->elements[i].register_idx;
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if (shader_version.type == WINED3D_SHADER_TYPE_PIXEL
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&& input_signature->elements[i].sysval_semantic == WINED3D_SV_POSITION)
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if (shader_version.type == WINED3D_SHADER_TYPE_PIXEL)
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{
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if (input_signature->elements[i].sysval_semantic == WINED3D_SV_POSITION)
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reg_maps->vpos = 1;
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else if (input_signature->elements[i].sysval_semantic == WINED3D_SV_IS_FRONT_FACE)
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reg_maps->usesfacing = 1;
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}
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}
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}
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else if (!input_signature->elements && reg_maps->input_registers)
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