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GLSL puts a bunch of tessellation info in the eval shaders, because passthrough control shaders can exist. D3D12 puts it in the control (hull) shader instead. So, when specializing, copy info from domain to hull. For initial compiles (no domain shader), just make something up. D3D12 also requires the domain and hull shaders to have identical patch constant signatures. Use the existing infrastructure and extend it to also propagate patch constants. Notably, patch constant locations are outside of the 64-bit range value so they require a separate pass to avoid shifts larger than 64. 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> |
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| meson.build | ||