shader: support single and split NGG shaders for PPSA11142

This commit is contained in:
nmzik
2026-09-08 14:43:07 +04:00
parent 9d550fbffa
commit ef0155636a
6 changed files with 79 additions and 27 deletions
+8 -2
View File
@@ -80,10 +80,15 @@ struct ShaderMeshInputInfo: ShaderWorkgroupInputInfo {
uint32_t provoking_vertex = 0;
[[nodiscard]] constexpr uint32_t InputPrimitiveSize() const {
return input_primitive == static_cast<uint32_t>(Prospero::PrimitiveType::kPointList) ? 1u : 3u;
switch (static_cast<Prospero::PrimitiveType>(input_primitive)) {
case Prospero::PrimitiveType::kPointList: return 1u;
case Prospero::PrimitiveType::kLineList: return 2u;
default: return 3u;
}
}
[[nodiscard]] constexpr uint32_t InputPrimitiveStep() const {
return input_primitive == static_cast<uint32_t>(Prospero::PrimitiveType::kTriList) ? 3u : 1u;
return input_primitive == static_cast<uint32_t>(Prospero::PrimitiveType::kTriStrip)
? 1u : InputPrimitiveSize();
}
[[nodiscard]] constexpr uint32_t InputPrimitiveCount(uint32_t vertices) const {
const auto size = InputPrimitiveSize();
@@ -257,6 +262,7 @@ struct Shader {
};
struct ShaderMappedData {
Prospero::ShaderBinaryType type {};
ShaderUserData* user_data = nullptr;
ShaderSemantic* input_semantics = nullptr;
uint32_t num_input_semantics = 0;