This test was created with a work around for a Metal tessellation
pipeline memory alignment issue. The workaround was to specify shader
stage in / out variable uv as vec3 rather than vec2. A recent patch to
correct Metal tessellation pipeline memory alignment has now allowed
this test to use vec2 for variable uv as originally intended.
Change-Id: I6772c0e824e1e4b7e749dafa218f3fd8eba0e541
Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
There is something odd when running on Metal: note how the uv
is vec3 instead of vec2, in order to make the vertex-tesc-tese
data to look like this:
struct main0_out
{
float3 out_uv;
float3 out_normal;
float4 gl_Position;
};
if out_uv was float2 we'd get some strange rendering results,
perhaps due to something related to alignment. But have no means
to investigate this further.
Change-Id: I79d4edb2ddde3971c599c4326d98e99a49aa7122
Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>