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shader: run merged geometry stages as mesh shaders
Co-authored-by: Brandon Strong <brandostrong@gmail.com> Co-authored-by: fxpw <fxpw@outlook.com> Co-authored-by: shadowbeat070 <70843316+shadowbeat070@users.noreply.github.com>
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@@ -43,6 +43,7 @@ void AddOutput(ShaderInfo& info, StageOutputKind kind, uint32_t index, uint32_t
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void ValidateOptions(const Program& program, const ShaderInfoOptions& options) {
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switch (program.stage) {
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case ShaderType::Vertex:
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case ShaderType::Mesh:
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if (options.vertex == nullptr) {
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return Fail("vertex shader has no input metadata");
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}
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@@ -365,6 +366,7 @@ void CollectShaderInfo(Program& program, const ShaderInfoOptions& options) {
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});
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switch (program.stage) {
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case ShaderType::Vertex: CollectVertexInputs(program, options.vertex, next); break;
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case ShaderType::Mesh: break;
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case ShaderType::Pixel: CollectPixelInputs(program, options.pixel, next); break;
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case ShaderType::Compute: CollectComputeInputs(options.compute, next); break;
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default: return Fail("unsupported shader stage for info collection");
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