Implement VK_EXT_transform_feedback, and use it for mesh output

* For pipelines using tessellation or containing a geometry shader we use
  transform feedback to fetch the output of the vertex pipeline after these
  stages.
This commit is contained in:
baldurk
2018-10-16 16:53:03 +01:00
parent 4dd74c9290
commit b5854f0fec
29 changed files with 1934 additions and 115 deletions
+2 -2
View File
@@ -2449,7 +2449,7 @@ void BufferViewer::configureMeshColumns()
uint numComps = sig.format.compCount;
uint elemSize = sig.format.compType == CompType::Double ? 8U : 4U;
if(m_Ctx.CurPipelineState().HasAlignedPostVSData())
if(m_Ctx.CurPipelineState().HasAlignedPostVSData(MeshDataStage::VSOut))
{
if(numComps == 2)
offset = AlignUp(offset, 2U * elemSize);
@@ -2516,7 +2516,7 @@ void BufferViewer::configureMeshColumns()
uint numComps = sig.format.compCount;
uint elemSize = sig.format.compType == CompType::Double ? 8U : 4U;
if(m_Ctx.CurPipelineState().HasAlignedPostVSData())
if(m_Ctx.CurPipelineState().HasAlignedPostVSData(MeshDataStage::GSOut))
{
if(numComps == 2)
offset = AlignUp(offset, 2U * elemSize);