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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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@@ -321,7 +321,8 @@ void TestRuntime64BitDescriptorOps() {
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void TestUniformFirstLaneSamplerLod() {
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Fixture fixture;
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const auto active = fixture.Emit(ValueOpcode::WqmMask, {Value(true)});
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const auto active = fixture.Emit(
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ValueOpcode::IEqual32, {fixture.Emit(ValueOpcode::LaneId), Value(0u)});
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const auto stale = fixture.Emit(
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ValueOpcode::GetVectorRegister, {Value(static_cast<VectorReg>(0))});
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const auto write = [&](Value value, Value previous) {
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