[PATCH 3/7] wined3d: Implement SV_SampleIndex.

Józef Kucia jkucia at codeweavers.com
Wed May 16 04:55:26 CDT 2018


Signed-off-by: Józef Kucia <jkucia at codeweavers.com>
---
 dlls/wined3d/glsl_shader.c | 8 ++++++++
 1 file changed, 8 insertions(+)

diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index 7a7764b6438a..da7e70071d19 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -6845,6 +6845,14 @@ static void shader_glsl_input_pack(const struct wined3d_shader *shader, struct w
                 shader_addline(buffer, "ps_in[%u]%s = uintBitsToFloat(gl_FrontFacing ? 0xffffffffu : 0u);\n",
                         input->register_idx, reg_mask);
             }
+            else if (input->sysval_semantic == WINED3D_SV_SAMPLE_INDEX)
+            {
+                if (gl_info->supported[ARB_SAMPLE_SHADING])
+                    shader_addline(buffer, "ps_in[%u]%s = intBitsToFloat(gl_SampleID);\n",
+                            input->register_idx, reg_mask);
+                else
+                    FIXME("ARB_sample_shading is not supported.\n");
+            }
             else if (input->sysval_semantic == WINED3D_SV_RENDER_TARGET_ARRAY_INDEX && !semantic_idx)
             {
                 if (gl_info->supported[ARB_FRAGMENT_LAYER_VIEWPORT])
-- 
2.16.1




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