vkd3d-shader/hlsl: Support void pass-through hull shader control point functions.

This commit is contained in:
Shaun Ren
2025-05-15 16:23:15 -04:00
committed by Henri Verbeet
parent e7b2ca28ab
commit a4e43402e5
Notes: Henri Verbeet 2025-05-24 21:48:08 +02:00
Approved-by: Elizabeth Figura (@zfigura)
Approved-by: Henri Verbeet (@hverbeet)
Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/1509
3 changed files with 23 additions and 3 deletions

View File

@@ -99,7 +99,7 @@ if(!llvmpipe) todo(glsl | msl | mvk & vulkan) draw 3 control point patch list 3
if(!llvmpipe) todo(mvk) probe (0, 0, 640, 480) rgba(0.0, 1.0, 0.0, 1.0)
% Passthrough hull shader control point function.
[hull shader todo]
[hull shader]
struct data
{
float4 position : SV_Position;
@@ -131,7 +131,7 @@ void main(InputPatch<data, 3> input)
[test]
% DXC doesn't generate a passthrough control point phase like FXC does
if(!llvmpipe & sm<6) todo draw 3 control point patch list 3
if(!llvmpipe & sm<6) todo(glsl | msl | mvk & vulkan) draw 3 control point patch list 3
if(!llvmpipe & sm<6) todo(mvk) probe (0, 0, 640, 480) rgba(0.0, 1.0, 0.0, 1.0)
[require]