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Description
- Implement
Process2DQuadTessFactorsAvgclang builtin, - Link
Process2DQuadTessFactorsAvgclang builtin withhlsl_intrinsics.h - Add sema checks for
Process2DQuadTessFactorsAvgtoCheckHLSLBuiltinFunctionCallinSemaChecking.cpp - Add codegen for
Process2DQuadTessFactorsAvgtoEmitHLSLBuiltinExprinCGBuiltin.cpp - Add codegen tests to
clang/test/CodeGenHLSL/builtins/Process2DQuadTessFactorsAvg.hlsl - Add sema tests to
clang/test/SemaHLSL/BuiltIns/Process2DQuadTessFactorsAvg-errors.hlsl - Create the
int_dx_Process2DQuadTessFactorsAvgintrinsic inIntrinsicsDirectX.td - Create the
DXILOpMappingofint_dx_Process2DQuadTessFactorsAvgto106inDXIL.td - Create the
Process2DQuadTessFactorsAvg.llandProcess2DQuadTessFactorsAvg_errors.lltests inllvm/test/CodeGen/DirectX/
DirectX
| DXIL Opcode | DXIL OpName | Shader Model | Shader Stages |
|---|---|---|---|
| 106 | StorePatchConstant | 6.0 | ('hull',) |
SPIR-V
There is no support for Process2DQuadTessFactorsAvg when targeting SPIR-V.
Test Case(s)
Example 1
//dxc Process2DQuadTessFactorsAvg_test.hlsl -T hs_6_8 -enable-16bit-types -O0
struct HSPerPatchData
{
float edges[ 3 ] : SV_TessFactor;
float inside : SV_InsideTessFactor;
};
struct PSSceneIn {
float4 pos : SV_Position;
float2 tex : TEXCOORD0;
float3 norm : NORMAL;
};
struct HSPerVertexData {
PSSceneIn v;
};
export HSPerPatchData fn( const InputPatch< PSSceneIn, 3 > points ) {
HSPerPatchData d;
float4 edgeFactor;
float2 insideFactor;float4 p1;
float2 p2;
float4 p3;
float2 p4;
float2 p5;
Process2DQuadTessFactorsAvg(p1, p2, p3, p4, p5);
d.edges[0]=edgeFactor.x;
d.edges[1]=edgeFactor.y;
d.edges[2]=edgeFactor.z + edgeFactor.w;
d.inside = insideFactor.x + insideFactor.y;
return d;
}
[domain("tri")]
[outputtopology("triangle_cw")]
[patchconstantfunc("fn")]
[outputcontrolpoints(3)]
[partitioning("pow2")]
HSPerVertexData main( const uint id : SV_OutputControlPointID,const InputPatch< PSSceneIn, 3 > points ) {
HSPerVertexData v;
v.v = points[ id ];
return v;
}HLSL:
Generates the corrected tessellation factors for a quad patch.
Syntax
void Process2DQuadTessFactorsAvg(
in float4 RawEdgeFactors,
in float2 InsideScale,
out float4 RoundedEdgeTessFactors,
out float2 RoundedInsideTessFactors,
out float2 UnroundedInsideTessFactors
);Parameters
-
RawEdgeFactors [in]
-
Type: float4
The edge tessellation factors, passed into the tessellator stage.
-
InsideScale [in]
-
Type: float2
The scale factor applied to the UV tessellation factors computed by the tessellation stage. The allowable range for InsideScale is 0.0 to 1.0.
-
RoundedEdgeTessFactors [out]
-
Type: float4
The rounded edge-tessellation factors calculated by the tessellator stage.
-
RoundedInsideTessFactors [out]
-
Type: float2
The rounded tessellation factors calculated by the tessellator stage for inside edges.
-
UnroundedInsideTessFactors [out]
-
Type: float2
The tessellation factors calculated by the tessellator stage for inside edges.
Return value
This function does not return a value.
Remarks
Generates the corrected tessellation factors for a quad patch, computing the inside tessellation factors as the average of the edge tessellation factors. The U and V inside tessellation factors are computed independently using the average of opposing sides of the domain, then are scaled by InsideScale. The result is then rounded based on the partitioning mode, but the unrounded results are available using the UnroundedInsideTessFactors parameter.
Minimum Shader Model
This function is supported in the following shader models.
| Shader Model | Supported |
|---|---|
| Shader Model 5 and higher shader models | yes |
This function is supported in the following types of shaders:
| Vertex | Hull | Domain | Geometry | Pixel | Compute |
|---|---|---|---|---|---|
| x |
See also
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