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| 1 | +//TEST:SIMPLE(filecheck=HULL): -target spirv -stage hull -entry hullMain |
| 2 | +//TEST:SIMPLE(filecheck=DOMAIN): -target spirv -stage domain -entry domainMain |
| 3 | + |
| 4 | +// Testing if `InputPatch` and `OutputPatch` can be used as function arguments. |
| 5 | +// `[ForceInline]` can be used to workaround but it should work without it. |
| 6 | + |
| 7 | +// HULL: OpEntryPoint TessellationControl %hullMain |
| 8 | +// HULL: = OpVariable %{{[a-zA-Z_0-9]*}} Input |
| 9 | + |
| 10 | +// DOMAIN: OpEntryPoint TessellationEvaluation %domainMain |
| 11 | +// DOMAIN: = OpVariable %{{[a-zA-Z_0-9]*}} Output |
| 12 | + |
| 13 | +struct VS_OUT |
| 14 | +{ |
| 15 | + float3 position : POSITION; |
| 16 | +}; |
| 17 | + |
| 18 | +struct HS_OUT |
| 19 | +{ |
| 20 | + float3 position : POSITION; |
| 21 | +}; |
| 22 | + |
| 23 | +struct HSC_OUT |
| 24 | +{ |
| 25 | + float EdgeTessFactor[4] : SV_TessFactor; |
| 26 | + float InsideTessFactor[2] : SV_InsideTessFactor; |
| 27 | +}; |
| 28 | + |
| 29 | +struct DS_OUT |
| 30 | +{ |
| 31 | + float4 position : SV_Position; |
| 32 | +}; |
| 33 | + |
| 34 | + |
| 35 | +VS_OUT GetInputPatch(InputPatch<VS_OUT, 4> patch, int index) |
| 36 | +{ |
| 37 | + return patch[index]; |
| 38 | +} |
| 39 | + |
| 40 | +// Hull Shader (HS) |
| 41 | +[domain("quad")] |
| 42 | +[partitioning("integer")] |
| 43 | +[outputtopology("triangle_cw")] |
| 44 | +[outputcontrolpoints(4)] |
| 45 | +[patchconstantfunc("constants")] |
| 46 | +HS_OUT hullMain(InputPatch<VS_OUT, 4> patch, uint i : SV_OutputControlPointID) |
| 47 | +{ |
| 48 | + HS_OUT o; |
| 49 | + o.position = patch[i].position; |
| 50 | + return o; |
| 51 | +} |
| 52 | + |
| 53 | +HSC_OUT constants(InputPatch<VS_OUT, 4> patch) |
| 54 | +{ |
| 55 | + float3 p0 = GetInputPatch(patch, 0).position; |
| 56 | + float3 p1 = patch[1].position; |
| 57 | + float3 p2 = patch[2].position; |
| 58 | + float3 p3 = patch[3].position; |
| 59 | + |
| 60 | + HSC_OUT o; |
| 61 | + o.EdgeTessFactor[0] = dot(p0, p1); |
| 62 | + o.EdgeTessFactor[1] = dot(p0, p3); |
| 63 | + o.EdgeTessFactor[2] = dot(p2, p3); |
| 64 | + o.EdgeTessFactor[3] = dot(p1, p2); |
| 65 | + o.InsideTessFactor[0] = lerp(o.EdgeTessFactor[1], o.EdgeTessFactor[3], 0.5); |
| 66 | + o.InsideTessFactor[1] = lerp(o.EdgeTessFactor[0], o.EdgeTessFactor[2], 0.5); |
| 67 | + return o; |
| 68 | +} |
| 69 | + |
| 70 | +HS_OUT GetOutputPatch(const OutputPatch<HS_OUT, 4> patch, int index) |
| 71 | +{ |
| 72 | + return patch[index]; |
| 73 | +} |
| 74 | + |
| 75 | +[domain("quad")] |
| 76 | +DS_OUT domainMain( |
| 77 | + float2 uv : SV_DomainLocation, // Tessellated coordinates (u, v) |
| 78 | + const OutputPatch<HS_OUT, 4> patch, // Control points from the hull shader |
| 79 | + const HSC_OUT patchConstants // Patch constants calculated by the hull shader |
| 80 | +) |
| 81 | +{ |
| 82 | + DS_OUT o; |
| 83 | + |
| 84 | + // Interpolate the position of the tessellated point within the patch |
| 85 | + float3 p0 = GetOutputPatch(patch, 0).position; |
| 86 | + float3 p1 = patch[1].position; |
| 87 | + float3 p2 = patch[2].position; |
| 88 | + float3 p3 = patch[3].position; |
| 89 | + |
| 90 | + // Bilinear interpolation of the position in the quad |
| 91 | + float3 interpolatedPosition = |
| 92 | + p0 * (1 - uv.x) * (1 - uv.y) |
| 93 | + + p1 * uv.x * (1 - uv.y) |
| 94 | + + p3 * uv.x * uv.y |
| 95 | + + p2 * (1 - uv.x) * uv.y; |
| 96 | + |
| 97 | + // Output final position in clip space |
| 98 | + o.position = float4(interpolatedPosition, 1.0); |
| 99 | + return o; |
| 100 | +} |
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