shader: extract 9-bit NGG primitive vertex indices, leaving the edge flags out

This commit is contained in:
Senaxx
2026-10-23 13:28:23 +02:00
committed by nmzik
parent ecc30a1f2d
commit 706aa030ad
2 changed files with 3 additions and 1 deletions
@@ -187,7 +187,7 @@ void EmitMeshEntryPoint(EmitterState& state) {
vertex[component] = state.builder.AllocateId();
state.builder.AddFunction(
spv::OpBitFieldUExtract, TypeU32(state), vertex[component], packed,
ConstantU32(state, component * 10u), ConstantU32(state, 10));
ConstantU32(state, component * 10u), ConstantU32(state, 9));
}
const auto triangle = state.builder.AllocateId();
state.builder.AddFunction(spv::OpCompositeConstruct, TypeU32Vector(state, 3), triangle,