a171087180
Using vertex-style stage input is complex, and it doesn't support nesting of structures or arrays. By using raw buffer input instead, we get this support "for free," and everything becomes much simpler. Arguably, this is the way I should've done this in the first place. Eventually, I'd like to make this the default, and then remove the option altogether. (And I still need to do that with `multi_patch_workgroup`...) Should help fix 66 tests in the Vulkan CTS, under the following trees: - `dEQP-VK.pipeline.*.interface_matching.*` - `dEQP-VK.tessellation.user_defined_io.*` - `dEQP-VK.clipping.user_defined.*`
18 lines
285 B
GLSL
18 lines
285 B
GLSL
#version 450
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layout(triangles) in;
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vec4 read_tess_levels()
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{
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return vec4(
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gl_TessLevelOuter[0],
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gl_TessLevelOuter[1],
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gl_TessLevelOuter[2],
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gl_TessLevelOuter[3]) +
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vec2(gl_TessLevelInner[0], gl_TessLevelInner[1]).xyxy;
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}
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void main()
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{
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gl_Position = read_tess_levels();
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}
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