wined3d: Implement hull shader vocp register.
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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@ -3066,6 +3066,31 @@ static void shader_glsl_get_register_name(const struct wined3d_shader_register *
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sprintf(register_name, "gl_TessCoord");
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break;
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case WINED3DSPR_OUTCONTROLPOINT:
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if (reg->idx[0].rel_addr)
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{
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if (reg->idx[1].rel_addr)
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sprintf(register_name, "shader_out[%s + %u].reg[%s + %u]",
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rel_param0.param_str, reg->idx[0].offset,
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rel_param1.param_str, reg->idx[1].offset);
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else
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sprintf(register_name, "shader_out[%s + %u].reg[%u]",
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rel_param0.param_str, reg->idx[0].offset,
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reg->idx[1].offset);
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}
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else if (reg->idx[1].rel_addr)
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{
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sprintf(register_name, "shader_out[%u].reg[%s + %u]",
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reg->idx[0].offset, rel_param1.param_str,
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reg->idx[1].offset);
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}
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else
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{
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sprintf(register_name, "shader_out[%u].reg[%u]",
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reg->idx[0].offset, reg->idx[1].offset);
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}
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break;
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case WINED3DSPR_PATCHCONST:
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if (version->type == WINED3D_SHADER_TYPE_HULL)
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sprintf(register_name, "hs_out[%u]", reg->idx[0].offset);
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