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- // RUN: %dxc -E main -T hs_6_0 %s 2>&1 | FileCheck %s
- // Same as SimpleHS10.hlsl, except that now we check that the compiler didn't
- // lie when it told us which overload it selected.
- // CHECK: SV_TessFactor 0
- // CHECK: SV_InsideTessFactor 0
- // CHECK: define void @main
- // CHECK: define void {{.*}}HSPerPatchFunc
- // CHECK: dx.op.storePatchConstant.f32{{.*}}float 1.0
- // CHECK: dx.op.storePatchConstant.f32{{.*}}float 2.0
- // CHECK: dx.op.storePatchConstant.f32{{.*}}float 3.0
- // CHECK: dx.op.storePatchConstant.f32{{.*}}float 4.0
- //--------------------------------------------------------------------------------------
- // SimpleTessellation.hlsl
- //
- // Advanced Technology Group (ATG)
- // Copyright (C) Microsoft Corporation. All rights reserved.
- //--------------------------------------------------------------------------------------
- struct PSSceneIn
- {
- float4 pos : SV_Position;
- float2 tex : TEXCOORD0;
- float3 norm : NORMAL;
- uint RTIndex : SV_RenderTargetArrayIndex;
- };
- //////////////////////////////////////////////////////////////////////////////////////////
- // Simple forwarding Tessellation shaders
- struct HSPerVertexData
- {
- // This is just the original vertex verbatim. In many real life cases this would be a
- // control point instead
- PSSceneIn v;
- };
- struct HSPerPatchData
- {
- // We at least have to specify tess factors per patch
- // As we're tesselating triangles, there will be 4 tess factors
- // In real life case this might contain face normal, for example
- float edges[3] : SV_TessFactor;
- float inside : SV_InsideTessFactor;
- };
- // This function has the same name as the patch constant function, but
- // its signature prevents it from being a candidate.
- float4 HSPerPatchFunc()
- {
- return 1.8;
- }
- // This overload is a patch constant function candidate because it has an
- // output with the SV_TessFactor semantic. However, the compiler should
- // *not* select it because there is another overload defined later in this
- // translation unit (which is the old compiler's behavior). If it did, then
- // the semantic checker will report an error due to this overload's input
- // having 32 elements (versus the expected 3).
- HSPerPatchData HSPerPatchFunc(const InputPatch< PSSceneIn, 32 > points)
- {
- HSPerPatchData d;
- d.edges[0] = -5;
- d.edges[1] = -6;
- d.edges[2] = -7;
- d.inside = -8;
- return d;
- }
- // hull per-control point shader
- [domain("tri")]
- [partitioning("fractional_odd")]
- [outputtopology("triangle_cw")]
- [patchconstantfunc("HSPerPatchFunc")]
- [outputcontrolpoints(3)]
- HSPerVertexData main( const uint id : SV_OutputControlPointID,
- const InputPatch< PSSceneIn, 3 > points )
- {
- HSPerVertexData v;
- // Just forward the vertex
- v.v = points[ id ];
- return v;
- }
- HSPerPatchData HSPerPatchFunc(const InputPatch< PSSceneIn, 3 > points)
- {
- HSPerPatchData d;
- d.edges[0] = 1;
- d.edges[1] = 2;
- d.edges[2] = 3;
- d.inside = 4;
- return d;
- }
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