feat(shader): implement geometry shader invocation info
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- Update EmitInvocationInfo in SPIRV backend to handle geometry shader stage
ref: 1266fad681 (diff-4cbf73a98ed4ad649a4a6f38b569bc31fcf68cf7)
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1 changed files with 3 additions and 2 deletions
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@ -547,8 +547,9 @@ Id EmitInvocationInfo(EmitContext& ctx) {
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switch (ctx.stage) {
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switch (ctx.stage) {
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case Stage::TessellationControl:
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case Stage::TessellationControl:
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case Stage::TessellationEval:
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case Stage::TessellationEval:
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return ctx.OpShiftLeftLogical(ctx.U32[1], ctx.OpLoad(ctx.U32[1], ctx.patch_vertices_in),
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return ctx.OpShiftLeftLogical(ctx.U32[1], ctx.OpLoad(ctx.U32[1], ctx.patch_vertices_in), ctx.Const(16u));
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ctx.Const(16u));
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case Stage::Geometry:
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return ctx.OpShiftLeftLogical(ctx.U32[1], ctx.Const(InputTopologyVertices::vertices(ctx.runtime_info.input_topology)), ctx.Const(16u));
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default:
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default:
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LOG_WARNING(Shader, "(STUBBED) called");
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LOG_WARNING(Shader, "(STUBBED) called");
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return ctx.Const(0x00ff0000u);
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return ctx.Const(0x00ff0000u);
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