Merge pull request #1074 from cdavis5e/layered-subpass-input
MVKPipeline: Use arrayed textures for layered subpass input.
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f319e9bd68
@ -1059,6 +1059,9 @@ bool MVKGraphicsPipeline::addFragmentShaderToPipeline(MTLRenderPipelineDescripto
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if (pCreateInfo->pMultisampleState && pCreateInfo->pMultisampleState->pSampleMask && pCreateInfo->pMultisampleState->pSampleMask[0] != 0xffffffff) {
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shaderContext.options.mslOptions.additional_fixed_sample_mask = pCreateInfo->pMultisampleState->pSampleMask[0];
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}
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if (std::any_of(shaderOutputs.begin(), shaderOutputs.end(), [](const SPIRVShaderOutput& output) { return output.builtin == spv::BuiltInLayer; })) {
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shaderContext.options.mslOptions.arrayed_subpass_input = true;
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}
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addPrevStageOutputToShaderConverterContext(shaderContext, shaderOutputs);
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MVKMTLFunction func = ((MVKShaderModule*)_pFragmentSS->module)->getMTLFunction(&shaderContext, _pFragmentSS->pSpecializationInfo, _pipelineCache);
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@ -1921,7 +1924,8 @@ namespace SPIRV_CROSS_NAMESPACE {
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opt.enable_clip_distance_user_varying,
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opt.multi_patch_workgroup,
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opt.vertex_for_tessellation,
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opt.vertex_index_type);
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opt.vertex_index_type,
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opt.arrayed_subpass_input);
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}
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template<class Archive>
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