From: Zebediah Figura zfigura@codeweavers.com
spirv will need this. --- libs/vkd3d-shader/d3dbc.c | 7 ++++++- tests/vkd3d_shader_api.c | 6 +++--- 2 files changed, 9 insertions(+), 4 deletions(-)
diff --git a/libs/vkd3d-shader/d3dbc.c b/libs/vkd3d-shader/d3dbc.c index 9a147e3d..22e463bf 100644 --- a/libs/vkd3d-shader/d3dbc.c +++ b/libs/vkd3d-shader/d3dbc.c @@ -524,6 +524,8 @@ static struct signature_element *find_signature_element_by_register_index( return NULL; }
+#define SM1_COLOR_REGISTER_OFFSET 8 + static bool add_signature_element(struct vkd3d_shader_sm1_parser *sm1, bool output, const char *name, unsigned int index, enum vkd3d_shader_sysval_semantic sysval, unsigned int register_index, bool is_dcl, unsigned int mask) @@ -606,7 +608,7 @@ static bool add_signature_element_from_register(struct vkd3d_shader_sm1_parser * return true; } return add_signature_element(sm1, false, "COLOR", register_index, - VKD3D_SHADER_SV_NONE, register_index, is_dcl, mask); + VKD3D_SHADER_SV_NONE, SM1_COLOR_REGISTER_OFFSET + register_index, is_dcl, mask);
case VKD3DSPR_TEXTURE: /* For vertex shaders, this is ADDR. */ @@ -633,6 +635,9 @@ static bool add_signature_element_from_register(struct vkd3d_shader_sm1_parser * /* fall through */
case VKD3DSPR_ATTROUT: + return add_signature_element(sm1, true, "COLOR", register_index, + VKD3D_SHADER_SV_NONE, SM1_COLOR_REGISTER_OFFSET + register_index, is_dcl, mask); + case VKD3DSPR_COLOROUT: return add_signature_element(sm1, true, "COLOR", register_index, VKD3D_SHADER_SV_NONE, register_index, is_dcl, mask); diff --git a/tests/vkd3d_shader_api.c b/tests/vkd3d_shader_api.c index 8bd728d9..4893f44f 100644 --- a/tests/vkd3d_shader_api.c +++ b/tests/vkd3d_shader_api.c @@ -505,7 +505,7 @@ static void test_scan_signatures(void) { {"POSITION", 0, 0, VKD3D_SHADER_SV_POSITION, VKD3D_SHADER_COMPONENT_FLOAT, 0, 0xf, 0xf}, {"TEXCOORD", 2, 0, VKD3D_SHADER_SV_NONE, VKD3D_SHADER_COMPONENT_FLOAT, 2, 0xf, 0xf}, - {"COLOR", 0, 0, VKD3D_SHADER_SV_NONE, VKD3D_SHADER_COMPONENT_FLOAT, 0, 0xf, 0xf}, + {"COLOR", 0, 0, VKD3D_SHADER_SV_NONE, VKD3D_SHADER_COMPONENT_FLOAT, 8, 0xf, 0xf}, {"FOG", 0, 0, VKD3D_SHADER_SV_NONE, VKD3D_SHADER_COMPONENT_FLOAT, 1, 0x1, 0x1}, {"PSIZE", 0, 0, VKD3D_SHADER_SV_NONE, VKD3D_SHADER_COMPONENT_FLOAT, 2, 0x1, 0x1}, }; @@ -582,7 +582,7 @@ static void test_scan_signatures(void) static const struct vkd3d_shader_signature_element ps2_inputs[] = { {"TEXCOORD", 2, 0, VKD3D_SHADER_SV_NONE, VKD3D_SHADER_COMPONENT_FLOAT, 2, 0xf, 0xf}, - {"COLOR", 0, 0, VKD3D_SHADER_SV_NONE, VKD3D_SHADER_COMPONENT_FLOAT, 0, 0xf, 0xf}, + {"COLOR", 0, 0, VKD3D_SHADER_SV_NONE, VKD3D_SHADER_COMPONENT_FLOAT, 8, 0xf, 0xf}, };
static const struct vkd3d_shader_signature_element ps2_outputs[] = @@ -603,7 +603,7 @@ static void test_scan_signatures(void)
static const struct vkd3d_shader_signature_element ps3_inputs[] = { - {"COLOR", 0, 0, VKD3D_SHADER_SV_NONE, VKD3D_SHADER_COMPONENT_FLOAT, 0, 0xf, 0xf}, + {"COLOR", 0, 0, VKD3D_SHADER_SV_NONE, VKD3D_SHADER_COMPONENT_FLOAT, 8, 0xf, 0xf}, {"TEXCOORD", 2, 0, VKD3D_SHADER_SV_NONE, VKD3D_SHADER_COMPONENT_FLOAT, 2, 0xf, 0xf}, };