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// geometry-shader.slang
//TEST:SIMPLE(filecheck=CHECK): -profile sm_5_0 -stage geometry -entry main -target glsl
//TEST:SIMPLE(filecheck=SPIRV): -profile sm_5_0 -stage geometry -entry main -target spirv
struct CoarseVertex
{
float4 position : POSITION;
float3 color : COLOR;
uint id : ID;
}
struct RasterVertex
{
float4 position : POSITION;
float3 color : COLOR;
uint id : SV_RenderTargetArrayIndex;
}
// SPIRV: OpEntryPoint
// CHECK: void main()
// CHECK: gl_Layer =
// CHECK: EmitVertex();
[maxvertexcount(3)]
void main(
triangle CoarseVertex coarseVertices[3],
inout TriangleStream<RasterVertex> outputStream,
uint primitiveID : SV_PrimitiveID)
{
for(int ii = 0; ii < 3; ++ii)
{
CoarseVertex coarseVertex = coarseVertices[ii];
RasterVertex rasterVertex;
rasterVertex.position = coarseVertex.position;
rasterVertex.color = coarseVertex.color;
rasterVertex.id = coarseVertex.id + primitiveID;
outputStream.Append(rasterVertex);
}
}
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