870a3011ed
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>
7 lines
441 B
Plaintext
Executable File
7 lines
441 B
Plaintext
Executable File
qsb --glsl 320es,410 --hlsl 50 --msl 12 --msltess material.vert -o material.vert.qsb
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qsb --glsl 320es,410 --hlsl 50 --msl 12 material.frag -o material.frag.qsb
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qsb --glsl 320es,410 --msl 12 --tess-mode triangles material.tesc -o material.tesc.qsb
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qsb --glsl 320es,410 --msl 12 --tess-vertex-count 3 material.tese -o material.tese.qsb
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qsb -r hlsl,50,material_hull.hlsl material.tesc.qsb
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qsb -r hlsl,50,material_domain.hlsl material.tese.qsb
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