Tessellation partial implementation (not ready for use yet), including:
- the built-in constants - built-in variable declarations, some dependent on gl_MaxPatchVertices - layout qualifier for vertices (shared with geometry shader max_vertices) - layout qualifiers for vertex spacing, vertex order, point mode, and primitive type - link semantics for layout qualifiers Still TBD: - patch qualifier and arrayed input handling - sizing of gl_out[] - additional semantic checking - supporting the extension on version 150 git-svn-id: https://cvs.khronos.org/svn/repos/ogl/trunk/ecosystem/public/sdk/tools/glslang@24468 e7fa87d3-cd2b-0410-9028-fcbf551c1848
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@@ -1,6 +1,35 @@
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#version 400 core
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layout(vertices = 4) out;
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int outa[gl_out.length()];
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layout(quads) in; // ERROR
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layout(ccw) out; // ERROR
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layout(fractional_even_spacing) in; // ERROR
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void main()
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{
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barrier();
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int a = gl_MaxTessControlInputComponents +
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gl_MaxTessControlOutputComponents +
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gl_MaxTessControlTextureImageUnits +
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gl_MaxTessControlUniformComponents +
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gl_MaxTessControlTotalOutputComponents;
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vec4 p = gl_in[1].gl_Position;
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float ps = gl_in[1].gl_PointSize;
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float cd = gl_in[1].gl_ClipDistance[2];
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int pvi = gl_PatchVerticesIn;
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int pid = gl_PrimitiveID;
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int iid = gl_InvocationID;
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gl_out[1].gl_Position = p;
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gl_out[1].gl_PointSize = ps;
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gl_out[1].gl_ClipDistance[1] = cd;
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gl_TessLevelOuter[3] = 3.2;
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gl_TessLevelInner[1] = 1.3;
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}
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