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>
This commit is contained in:
nmzik
2026-09-05 08:32:23 +04:00
parent 246212789f
commit 3213934d42
39 changed files with 1403 additions and 858 deletions
+4 -2
View File
@@ -640,7 +640,8 @@ void TestImagesSamplersAndAliases() {
void TestSampleAdjustSamplerScratch() {
Fixture fixture(ShaderType::Pixel);
const auto active = fixture.Emit(ValueOpcode::WqmMask, {Value(true)});
const auto active = fixture.Emit(
ValueOpcode::IEqual32, {fixture.Emit(ValueOpcode::LaneId), Value(0u)});
const auto lane =
fixture.Emit(ValueOpcode::SelectU32, {active, Value(1u), Value(0u)});
const auto low =
@@ -686,7 +687,8 @@ void TestSampleAdjustSamplerScratch() {
const auto CheckRejected = [](uint32_t flags, uint32_t shift,
const char *message) {
Fixture rejected(ShaderType::Pixel);
const auto condition = rejected.Emit(ValueOpcode::WqmMask, {Value(true)});
const auto condition = rejected.Emit(
ValueOpcode::IEqual32, {rejected.Emit(ValueOpcode::LaneId), Value(0u)});
const auto bit = rejected.Emit(ValueOpcode::SelectU32,
{condition, Value(1u), Value(0u)});
const auto dynamic =