/* WINED3DSIH_DCL_INPUT_PS */ NULL,
/* WINED3DSIH_DCL_INPUT_PS_SGV */ NULL,
/* WINED3DSIH_DCL_INPUT_PS_SIV */ NULL,
+ /* WINED3DSIH_DCL_INPUT_SGV */ NULL,
/* WINED3DSIH_DCL_OUTPUT */ NULL,
/* WINED3DSIH_DCL_OUTPUT_TOPOLOGY */ shader_hw_nop,
/* WINED3DSIH_DCL_SAMPLER */ NULL,
/* WINED3DSIH_DCL_INPUT_PS */ NULL,
/* WINED3DSIH_DCL_INPUT_PS_SGV */ NULL,
/* WINED3DSIH_DCL_INPUT_PS_SIV */ NULL,
+ /* WINED3DSIH_DCL_INPUT_SGV */ shader_glsl_nop,
/* WINED3DSIH_DCL_OUTPUT */ shader_glsl_nop,
/* WINED3DSIH_DCL_OUTPUT_TOPOLOGY */ shader_glsl_nop,
/* WINED3DSIH_DCL_SAMPLER */ NULL,
/* WINED3DSIH_DCL_INPUT_PS */ "dcl_input_ps",
/* WINED3DSIH_DCL_INPUT_PS_SGV */ "dcl_input_ps_sgv",
/* WINED3DSIH_DCL_INPUT_PS_SIV */ "dcl_input_ps_siv",
+ /* WINED3DSIH_DCL_INPUT_SGV */ "dcl_input_sgv",
/* WINED3DSIH_DCL_OUTPUT */ "dcl_output",
/* WINED3DSIH_DCL_OUTPUT_TOPOLOGY */ "dcl_outputTopology",
/* WINED3DSIH_DCL_SAMPLER */ "dcl_sampler",
TRACE(" ");
shader_dump_dst_param(&ins.declaration.dst, &shader_version);
}
- else if (ins.handler_idx == WINED3DSIH_DCL_INPUT_PS_SGV)
+ else if (ins.handler_idx == WINED3DSIH_DCL_INPUT_PS_SGV
+ || ins.handler_idx == WINED3DSIH_DCL_INPUT_SGV)
{
TRACE("%s ", shader_opcode_names[ins.handler_idx]);
shader_dump_dst_param(&ins.declaration.register_semantic.reg, &shader_version);
WINED3D_SM4_OP_DCL_INPUT_PRIMITIVE = 0x5d,
WINED3D_SM4_OP_DCL_VERTICES_OUT = 0x5e,
WINED3D_SM4_OP_DCL_INPUT = 0x5f,
+ WINED3D_SM4_OP_DCL_INPUT_SGV = 0x60,
WINED3D_SM4_OP_DCL_INPUT_PS = 0x62,
WINED3D_SM4_OP_DCL_INPUT_PS_SGV = 0x63,
WINED3D_SM4_OP_DCL_INPUT_PS_SIV = 0x64,
{WINED3D_SM4_OP_DCL_INPUT_PRIMITIVE, WINED3DSIH_DCL_INPUT_PRIMITIVE, "", ""},
{WINED3D_SM4_OP_DCL_VERTICES_OUT, WINED3DSIH_DCL_VERTICES_OUT, "", ""},
{WINED3D_SM4_OP_DCL_INPUT, WINED3DSIH_DCL_INPUT, "", ""},
+ {WINED3D_SM4_OP_DCL_INPUT_SGV, WINED3DSIH_DCL_INPUT_SGV, "", ""},
{WINED3D_SM4_OP_DCL_INPUT_PS, WINED3DSIH_DCL_INPUT_PS, "", ""},
{WINED3D_SM4_OP_DCL_INPUT_PS_SGV, WINED3DSIH_DCL_INPUT_PS_SGV, "", ""},
{WINED3D_SM4_OP_DCL_INPUT_PS_SIV, WINED3DSIH_DCL_INPUT_PS_SIV, "", ""},
ins->flags = (opcode_token & WINED3D_SM4_INTERPOLATION_MODE_MASK) >> WINED3D_SM4_INTERPOLATION_MODE_SHIFT;
shader_sm4_read_dst_param(priv, &p, WINED3D_DATA_FLOAT, &ins->declaration.dst);
}
- else if (opcode == WINED3D_SM4_OP_DCL_INPUT_PS_SGV)
+ else if (opcode == WINED3D_SM4_OP_DCL_INPUT_PS_SGV
+ || opcode == WINED3D_SM4_OP_DCL_INPUT_SGV)
{
shader_sm4_read_dst_param(priv, &p, WINED3D_DATA_FLOAT, &ins->declaration.register_semantic.reg);
ins->declaration.register_semantic.sysval_semantic = *p++;