Tessellation shader11/6/2022 This article remains public for those who may find it useful despite its flaws. Additionally, it likely contains technical inaccuracies, opinions that the author may no longer align with, and most certainly poor use of English. A src is created based on the struct offset, which determines the offset at which data will be loaded, and the instruction is inserted using the nir_builder.įollowing this, the loaded value is then dereferenced for each array member and stored component-wise into the actual gl_TessLevel* variable.DISCLAIMER: This article was migrated from the legacy personal technical blog originally hosted here, and thus may contain formatting and content differences compared to the original post. Using the same mechanic as the first intrinsic instruction that was created, each intrinsic is created and has its destination value initialized based on the size and number of components of the type being loaded (first load 2 values, then 4 values). The base and the source are both the offset of the value being loaded (referenced from struct zink_push_constant), and the range is the size of the value, which is constant based on the variable.
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