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