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authorTim Foley <tfoleyNV@users.noreply.github.com>2021-02-24 08:21:37 -0800
committerGitHub <noreply@github.com>2021-02-24 08:21:37 -0800
commitd66b30729029bdb43892e05c9c80fd56ac95a24f (patch)
tree233af028104a224793fa5fa94b60c589b61d75ba /tools/render-test
parent55a5ccc559b34b8d2eb9c7b7a2d9efbae40619c2 (diff)
Add support for GetAttributeAtVertex for D3D (#1725)
This operation was added along with the `SV_Barycentrics` system-value input, and allows for a `nointerpolation` varying input to a fragment shader to be fetched at a specific vertex index within the primitive that is causing the fragment shader to be invoked. This change adds support for the new operations in the standard library, and also includes a test case to make sure that we emit it correctly when producing HLSL/DXIL. This change also includes a small bug fix to our emission logic for function parameters so that we properly emit layout-related attributes for varying parameters declared directly on an entry point. (Note that most attribute end up being declared in `struct` types in existing HLSL shaders, and our IR passes produce only global variables for attributes on GLSL; the only case this affects is inidividual scalar/vector attributes declared declared as entry-point parameters, when outputting HLSL) Note that this change only adds support for the new function on the HLSL/DXIL path, and doesn't yet add any cross-compilation support for GLSL/SPIR-V. The reason for this is that the equivalent GLSL feature(s) appear to use a different model to the HLSL version, and we need to invent a suitable approach to align them to make portable code possible.
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