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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| AST.FromFile.cpp | Loading commit data... | |
| BuiltInResource.FromFile.cpp | Loading commit data... | |
| CMakeLists.txt | Loading commit data... | |
| Config.FromFile.cpp | Loading commit data... | |
| HexFloat.cpp | Loading commit data... | |
| Hlsl.FromFile.cpp | Loading commit data... | |
| Initializer.h | Loading commit data... | |
| Link.FromFile.Vk.cpp | Loading commit data... | |
| Link.FromFile.cpp | Loading commit data... | |
| Pp.FromFile.cpp | Loading commit data... | |
| README.md | Loading commit data... | |
| Remap.FromFile.cpp | Loading commit data... | |
| Settings.cpp | Loading commit data... | |
| Settings.h | Loading commit data... | |
| Spv.FromFile.cpp | Loading commit data... | |
| TestFixture.cpp | Loading commit data... | |
| TestFixture.h | Loading commit data... | |
| main.cpp | Loading commit data... |