HLSL: ignore geometry attributes on non-GS stages.
If a shader includes a mixture of several stages, such as HS and GS, the non-stage output geometry should be ignored, lest it conflict with the stage output.
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119
Test/hlsl.gs-hs-mix.tesc
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119
Test/hlsl.gs-hs-mix.tesc
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@@ -0,0 +1,119 @@
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cbuffer UniformBlock0 : register(b0)
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{
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float4x4 model_view_matrix;
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float4x4 proj_matrix;
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float4x4 model_view_proj_matrix;
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float3x3 normal_matrix;
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float3 color;
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float3 view_dir;
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float3 tess_factor;
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};
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// =============================================================================
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// Hull Shader
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// =============================================================================
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struct HSInput {
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float3 PositionWS : POSITION;
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float3 NormalWS : NORMAL;
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};
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struct HSOutput {
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float3 PositionWS : POSITION;
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};
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struct HSTrianglePatchConstant {
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float EdgeTessFactor[3] : SV_TessFactor;
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float InsideTessFactor : SV_InsideTessFactor;
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float3 NormalWS[3] : NORMAL;
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};
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HSTrianglePatchConstant HSPatchConstant(InputPatch<HSInput, 3> patch)
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{
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float3 roundedEdgeTessFactor = tess_factor;
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float roundedInsideTessFactor = 3;
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float insideTessFactor = 1;
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HSTrianglePatchConstant result;
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// Edge and inside tessellation factors
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result.EdgeTessFactor[0] = roundedEdgeTessFactor.x;
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result.EdgeTessFactor[1] = roundedEdgeTessFactor.y;
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result.EdgeTessFactor[2] = roundedEdgeTessFactor.z;
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result.InsideTessFactor = roundedInsideTessFactor;
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// Constant data
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result.NormalWS[0] = patch[0].NormalWS;
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result.NormalWS[1] = patch[1].NormalWS;
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result.NormalWS[2] = patch[2].NormalWS;
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return result;
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}
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[domain("tri")]
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[partitioning("fractional_odd")]
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[outputtopology("triangle_ccw")]
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[outputcontrolpoints(3)]
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[patchconstantfunc("HSPatchConstant")]
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HSOutput HSMain(
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InputPatch<HSInput, 3> patch,
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uint id : SV_OutputControlPointID
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)
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{
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HSOutput output;
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output.PositionWS = patch[id].PositionWS;
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return output;
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}
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// =============================================================================
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// Geometry Shader
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// =============================================================================
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struct GSVertexInput {
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float3 PositionWS : POSITION;
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float3 NormalWS : NORMAL;
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};
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struct GSVertexOutput {
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float4 PositionCS : SV_POSITION;
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};
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[maxvertexcount(6)]
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void GSMain(
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triangle GSVertexInput input[3],
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inout LineStream<GSVertexOutput> output
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)
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{
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float3 P0 = input[0].PositionWS.xyz;
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float3 P1 = input[1].PositionWS.xyz;
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float3 P2 = input[2].PositionWS.xyz;
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GSVertexOutput vertex;
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// Totally hacky...
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P0.z += 0.001;
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P1.z += 0.001;
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P2.z += 0.001;
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float4 Q0 = mul(proj_matrix, float4(P0, 1.0));
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float4 Q1 = mul(proj_matrix, float4(P1, 1.0));
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float4 Q2 = mul(proj_matrix, float4(P2, 1.0));
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// Edge 0
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vertex.PositionCS = Q0;
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output.Append(vertex);
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vertex.PositionCS = Q1;
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output.Append(vertex);
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output.RestartStrip();
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// Edge 1
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vertex.PositionCS = Q1;
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output.Append(vertex);
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vertex.PositionCS = Q2;
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output.Append(vertex);
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output.RestartStrip();
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// Edge 2
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vertex.PositionCS = Q2;
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output.Append(vertex);
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vertex.PositionCS = Q0;
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output.Append(vertex);
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output.RestartStrip();
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}
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