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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@@ -250,7 +250,7 @@ protected:
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void addInterstageIoToLinkage();
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void addPatchConstantInvocation();
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void fixBuiltInArrayType(TType&);
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void fixBuiltInIoType(TType&);
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void flatten(const TSourceLoc& loc, const TVariable& variable);
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int flatten(const TSourceLoc& loc, const TVariable& variable, const TType&, TFlattenData&, TString name);
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