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authorTim Foley <tfoleyNV@users.noreply.github.com>2021-03-03 11:45:39 -0800
committerGitHub <noreply@github.com>2021-03-03 11:45:39 -0800
commit13ff0bd345990c0fdfb7b52ebd5339cddb04889e (patch)
treeae3773d4f3475439a55603007b3908e31c6c31fb /source/slang/core.meta.slang
parentd6ae67160c33460bf952c9959077dc481a16eca2 (diff)
Add GLSL/SPIR-V support got GetAttributeAtVertex (#1733)
This change allows varying fragment shader inputs to be declared in a way that allows the `GetAttributeAtVertex` operation to compile to valid code for both D3D and GLSL/SPIR-V/Vulkan. The key is that rather than just use ordinary `nointerpolation`-qualified inputs the code must declare these varying inputs with a new `pervertex` qualifier that marks them as *only* being usable with `GetAttributeAtVertex`. The `pervertex`-tagged inputs then translate to GLSL inputs using the `pervertexNV` qualifier Note that this change does *not* include any enforcement of the requirements around how these qualifiers are used (and the compiler doesn't have enforcement for the existing operations like `EvaluateAttributeAtCentroid`). The underlying problem is that the inerpolation-mode qualifiers and explicit interpolation functions in HLSL constitute a kind of rate-qualified type system, but without any systematic rules. It seems wasteful to encode a bunch of ad hoc rules for this stuff as special cases in the compiler when the clear right answer is to implement a systematic approach to rates.
Diffstat (limited to 'source/slang/core.meta.slang')
-rw-r--r--source/slang/core.meta.slang10
1 files changed, 10 insertions, 0 deletions
diff --git a/source/slang/core.meta.slang b/source/slang/core.meta.slang
index de78229a9..39ee702c6 100644
--- a/source/slang/core.meta.slang
+++ b/source/slang/core.meta.slang
@@ -17,6 +17,16 @@ syntax constexpr : ConstExprModifier;
// visible at the global-memory scope
syntax globallycoherent : GloballyCoherentModifier;
+/// Modifier to disable inteprolation and force per-vertex passing of a varying attribute.
+///
+/// When a varying attribute passed to the fragment shader is marked `pervertex`, it will
+/// not be interpolated during rasterization (similar to `nointerpolate` attributes).
+/// Unlike a plain `nointerpolate` attribute, this modifier indicates that the attribute
+/// should *only* be acccessed through the `GetAttributeAtVertex()` operation, so access its
+/// distinct per-vertex values.
+///
+syntax pervertex : PerVertexModifier;
+
// A type that can be used as an operand for builtins
[sealed]
[builtin]