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Vulkan: Implement basic geometry shader feature
Enable the default behavior of the geometry shader Bug: angleproject:3571 Test: dEQP-GLES31.functional.geometry_shading.input.basic_primitive.points dEQP-GLES31.functional.geometry_shading.input.basic_primitive.lines dEQP-GLES31.functional.geometry_shading.input.basic_primitive.line_loop dEQP-GLES31.functional.geometry_shading.input.basic_primitive.line_strip dEQP-GLES31.functional.geometry_shading.input.basic_primitive.triangles dEQP-GLES31.functional.geometry_shading.input.basic_primitive.triangle_strip dEQP-GLES31.functional.geometry_shading.input.basic_primitive.triangle_fan Change-Id: I65708d19bbfe6a0ad8ca392a1d6b3609b1410ef4 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1793753 Commit-Queue: Jamie Madill <[email protected]> Reviewed-by: Jamie Madill <[email protected]>
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Original file line number | Diff line number | Diff line change |
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@@ -158,6 +158,7 @@ Samsung Electronics, Inc. | |
Kyeongmin Kim | ||
Minkyu Jeong | ||
Mohan Maiya | ||
Sangwon Park | ||
|
||
Arm Ltd. | ||
Fei Yang |
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@@ -472,7 +472,7 @@ void Shader::resolveCompile() | |
{ | ||
mState.mAllAttributes = GetShaderVariables(sh::GetAttributes(compilerHandle)); | ||
mState.mActiveAttributes = GetActiveShaderVariables(&mState.mAllAttributes); | ||
mState.mInputVaryings = GetShaderVariables(sh::GetInputVaryings(compilerHandle)); | ||
mState.mInputVaryings = GetShaderVariables(sh::GetInputVaryings(compilerHandle)); | ||
// TODO(jmadill): Figure out why we only sort in the FS, and if we need to. | ||
std::sort(mState.mInputVaryings.begin(), mState.mInputVaryings.end(), CompareShaderVar); | ||
mState.mActiveOutputVariables = | ||
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@@ -610,7 +610,8 @@ const std::vector<sh::ShaderVariable> &Shader::getActiveOutputVariables() | |
std::string Shader::getTransformFeedbackVaryingMappedName(const std::string &tfVaryingName) | ||
{ | ||
// TODO([email protected]): support transform feedback on geometry shader. | ||
ASSERT(mState.getShaderType() == ShaderType::Vertex); | ||
ASSERT(mState.getShaderType() == ShaderType::Vertex || | ||
mState.getShaderType() == ShaderType::Geometry); | ||
const auto &varyings = getOutputVaryings(); | ||
auto bracketPos = tfVaryingName.find("["); | ||
if (bracketPos != std::string::npos) | ||
|
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