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authorChip Davis <chip@holochip.com>2022-10-03 09:33:50 +0300
committerChip Davis <chip@holochip.com>2022-10-19 00:58:59 +0300
commita17108718015a58cb9e3e9c792ff49202498f6ce (patch)
tree928309d45685a10de0d51ff88288616cd1cfe6a9 /test_shaders.py
parentf09ba2777714871bddb70d049878af34b94fa54d (diff)
MSL: Support "raw" buffer input in tessellation evaluation shaders.
Using vertex-style stage input is complex, and it doesn't support nesting of structures or arrays. By using raw buffer input instead, we get this support "for free," and everything becomes much simpler. Arguably, this is the way I should've done this in the first place. Eventually, I'd like to make this the default, and then remove the option altogether. (And I still need to do that with `multi_patch_workgroup`...) Should help fix 66 tests in the Vulkan CTS, under the following trees: - `dEQP-VK.pipeline.*.interface_matching.*` - `dEQP-VK.tessellation.user_defined_io.*` - `dEQP-VK.clipping.user_defined.*`
Diffstat (limited to 'test_shaders.py')
-rwxr-xr-xtest_shaders.py2
1 files changed, 2 insertions, 0 deletions
diff --git a/test_shaders.py b/test_shaders.py
index 537693f1..31ec70a0 100755
--- a/test_shaders.py
+++ b/test_shaders.py
@@ -321,6 +321,8 @@ def cross_compile_msl(shader, spirv, opt, iterations, paths):
msl_args.append('1')
msl_args.append('any16')
msl_args.append('2')
+ if '.raw-tess-in.' in shader:
+ msl_args.append('--msl-raw-buffer-tese-input')
if '.for-tess.' in shader:
msl_args.append('--msl-vertex-for-tessellation')
if '.fixed-sample-mask.' in shader: