[D3D12] ROV: Declare SV_IsFrontFace in the depth-only shader
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@ -11919,8 +11919,12 @@ void DxbcShaderTranslator::WriteInputSignature() {
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shader_object_.push_back(9);
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shader_object_.push_back(1);
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shader_object_.push_back(kPSInFrontFaceRegister);
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shader_object_.push_back(0x1 |
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(is_depth_only_pixel_shader_ ? 0 : (0x1 << 8)));
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if (edram_rov_used_) {
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shader_object_.push_back(0x1 | (0x1 << 8));
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} else {
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shader_object_.push_back(0x1 |
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(is_depth_only_pixel_shader_ ? 0 : (0x1 << 8)));
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}
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// Write the semantic names.
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new_offset = (uint32_t(shader_object_.size()) - chunk_position_dwords) *
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@ -12329,7 +12333,7 @@ void DxbcShaderTranslator::WriteShaderCode() {
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shader_object_.push_back(kPSInPositionRegister);
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shader_object_.push_back(ENCODE_D3D10_SB_NAME(D3D10_SB_NAME_POSITION));
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++stat_.dcl_count;
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if (!is_depth_only_pixel_shader_) {
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if (edram_rov_used_ || !is_depth_only_pixel_shader_) {
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// Is front face.
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shader_object_.push_back(
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ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_DCL_INPUT_PS_SGV) |
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