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e741249b72
The SPIR-V generator had assumed tessellation modes such as primitive type and vertex order would only appear in tess eval (domain) shaders. SPIR-V allows either, and HLSL allows and possibly requires them to be in the hull shader. This change: 1. Passes them through for either tessellation stage, and, 2. Does not set up defaults in the domain stage for HLSl compilation, to avoid conflicting definitions.
33 lines
555 B
GLSL
33 lines
555 B
GLSL
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struct ds_in_t
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{
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float4 pos : POSITION;
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float3 norm : TEXCOORD0;
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};
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struct pcf_in_t
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{
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float flTessFactor [3] : SV_TessFactor;
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float flInsideTessFactor : SV_InsideTessFactor;
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};
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struct gs_in_t
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{
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float4 pos : POSITION;
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float3 norm : TEXCOORD0;
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};
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[domain ( "tri" )]
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gs_in_t main (const OutputPatch <ds_in_t, 3> i, float3 tesscoord : SV_DomainLocation, pcf_in_t pcf_data )
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{
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gs_in_t o;
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o.pos = i[0].pos + tesscoord.x;
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o.norm = i[0].norm + tesscoord.y;
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tesscoord.z;
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return o;
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}
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