mesa/src/microsoft
Jesse Natalie 4da51aa88f microsoft/compiler: Primitive ID should only be added as a sysval in geometry shaders
Docs say that its presence in signatures as a "shadow" element (meaning it's not
accessed via load/store, but with a dedicated opcode) is legacy. It seems it
wasn't carried forward when HS/DS were added in D3D11.

Reviewed-by: Boris Brezillon <boris.brezillon@collabora.com>
Reviewed-by: Bill Kristiansen <billkris@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/14399>
2022-01-26 01:31:35 +00:00
..
ci microsoft/compiler: Force integer I/O vars to use flat/constant interpolation 2022-01-26 01:31:35 +00:00
clc d3d12: Support dynamic UBO/SSBO indexing 2022-01-21 23:08:26 +00:00
compiler microsoft/compiler: Primitive ID should only be added as a sysval in geometry shaders 2022-01-26 01:31:35 +00:00
resource_state_manager d3d12: Handle memory barriers 2022-01-07 03:31:16 +00:00
spirv_to_dxil microsoft/compiler: normalize line endings 2022-01-19 15:17:17 +00:00
meson.build microsoft/compiler: Make resource_state_manager only build with_gallium_d3d12 2021-01-29 12:54:02 -08:00