HLSL: allow non-vec3 tessellation coordinate declarations

HLSL requires vec2 tessellation coordinate declarations in some cases
(e.g, isoline topology), where SPIR-V requires the TessCoord qualified
builtin to be a vec3 in all cases.  This alters the IO form of the
variable to be a vec3, which will be copied to the shader's declared
type if needed.  This is not a validation; the shader type must be correct.
This commit is contained in:
steve-lunarg
2017-04-05 11:03:02 -06:00
parent 97cb85c7d6
commit ccb076ac9b
5 changed files with 457 additions and 15 deletions

View File

@@ -125,6 +125,7 @@ INSTANTIATE_TEST_CASE_P(
{"hlsl.getsampleposition.dx10.frag", "main"},
{"hlsl.domain.1.tese", "main"},
{"hlsl.domain.2.tese", "main"},
{"hlsl.domain.3.tese", "main"},
{"hlsl.hull.1.tesc", "main"},
{"hlsl.hull.2.tesc", "main"},
{"hlsl.hull.void.tesc", "main"},