HLSL: pass tessellation execution modes through to SPIR-V
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.
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12 changed files with 476 additions and 13 deletions
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@ -461,10 +461,12 @@ void TIntermediate::finalCheck(TInfoSink& infoSink, bool keepUncalled)
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case EShLangTessEvaluation:
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if (inputPrimitive == ElgNone)
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error(infoSink, "At least one shader must specify an input layout primitive");
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if (vertexSpacing == EvsNone)
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vertexSpacing = EvsEqual;
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if (vertexOrder == EvoNone)
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vertexOrder = EvoCcw;
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if (source == EShSourceGlsl) {
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if (vertexSpacing == EvsNone)
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vertexSpacing = EvsEqual;
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if (vertexOrder == EvoNone)
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vertexOrder = EvoCcw;
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}
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break;
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case EShLangGeometry:
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if (inputPrimitive == ElgNone)
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