[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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