shader: Implement tessellation shaders, polygon mode and invocation id

This commit is contained in:
ReinUsesLisp 2021-04-15 22:46:11 -03:00 committed by ameerj
parent 34519d3fc6
commit 183855e396
28 changed files with 605 additions and 91 deletions

View file

@ -331,6 +331,14 @@ void IREmitter::SetAttributeIndexed(const U32& phys_address, const F32& value, c
Inst(Opcode::SetAttributeIndexed, phys_address, value, vertex);
}
F32 IREmitter::GetPatch(Patch patch) {
return Inst<F32>(Opcode::GetPatch, patch);
}
void IREmitter::SetPatch(Patch patch, const F32& value) {
Inst(Opcode::SetPatch, patch, value);
}
void IREmitter::SetFragColor(u32 index, u32 component, const F32& value) {
Inst(Opcode::SetFragColor, Imm32(index), Imm32(component), value);
}
@ -363,6 +371,10 @@ U32 IREmitter::LocalInvocationIdZ() {
return U32{CompositeExtract(Inst(Opcode::LocalInvocationId), 2)};
}
U32 IREmitter::InvocationId() {
return Inst<U32>(Opcode::InvocationId);
}
U1 IREmitter::IsHelperInvocation() {
return Inst<U1>(Opcode::IsHelperInvocation);
}