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patch object and mesh shaders
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parent
9679c6b7e8
commit
2f4ceb33e0
6 changed files with 208 additions and 26 deletions
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@ -3847,7 +3847,7 @@ void LatteDecompiler_emitMSLShader(LatteDecompilerShaderContext* shaderContext,
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{
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// Defined just-in-time
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// Will also modify vid in case of an indexed draw
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src->add("VertexIn fetchInput(VERTEX_BUFFER_DEFINITIONS, thread uint& vid);" _CRLF);
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src->add("VertexIn fetchInput(thread uint& vid VERTEX_BUFFER_DEFINITIONS);" _CRLF);
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functionType = "[[object, max_total_threads_per_threadgroup(VERTICES_PER_PRIMITIVE), max_total_threadgroups_per_mesh_grid(1)]]";
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outputTypeName = "void";
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@ -3880,7 +3880,7 @@ void LatteDecompiler_emitMSLShader(LatteDecompilerShaderContext* shaderContext,
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// TODO: don't hardcode the instance index
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src->add("uint iid = 0;" _CRLF);
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// Fetch the input
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src->add("VertexIn in = fetchInput(VERTEX_BUFFERS, vid);" _CRLF);
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src->add("VertexIn in = fetchInput(vid VERTEX_BUFFERS);" _CRLF);
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// Output is defined as object payload
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src->add("object_data VertexOut& out = objectPayload.vertexOut[tid];" _CRLF);
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}
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