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Add stub HLSL generation for editing D3D shaders that have no source
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@@ -215,7 +215,39 @@ QString D3DSemanticString(const SigParameter &sig)
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if(sig.systemValue == ShaderBuiltin::Undefined)
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return ToQStr(sig.semanticIdxName);
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QString ret = ToQStr(sig.systemValue);
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QString sysValues[ENUM_ARRAY_SIZE(ShaderBuiltin)] = {
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lit("SV_Undefined"),
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lit("SV_Position"),
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lit("Unsupported (PointSize)"),
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lit("SV_ClipDistance"),
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lit("SV_CullDistance"),
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lit("SV_RenderTargetIndex"),
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lit("SV_ViewportIndex"),
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lit("SV_VertexID"),
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lit("SV_PrimitiveID"),
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lit("SV_InstanceID"),
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lit("Unsupported (DispatchSize)"),
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lit("SV_DispatchThreadID"),
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lit("SV_GroupID"),
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lit("SV_GroupIndex"),
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lit("SV_GroupThreadID"),
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lit("SV_GSInstanceID"),
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lit("SV_OutputControlPointID"),
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lit("SV_DomainLocation"),
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lit("SV_IsFrontFace"),
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lit("SV_Coverage"),
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lit("Unsupported (SamplePosition)"),
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lit("SV_SampleIndex"),
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lit("Unsupported (PatchNumVertices)"),
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lit("SV_TessFactor"),
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lit("SV_InsideTessFactor"),
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lit("SV_Target"),
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lit("SV_Depth"),
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lit("SV_DepthGreaterEqual"),
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lit("SV_DepthLessEqual"),
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};
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QString ret = sysValues[size_t(sig.systemValue)];
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// need to include the index if it's a system value semantic that's numbered
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if(sig.systemValue == ShaderBuiltin::ColorOutput ||
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