Metal 4 supports per-vertex values as documented in the Metal Shading Language specification under 2.19 Per-Vertex Values. It should be possible now to support PerVertexKHR using the MSL vertex_value<T>.
Also I've seen indications that the limit on having both barycentric and barycentric no-persp in the same shader may have been lifted as well.
Made an attempt at it here, but ran into issues with practical examples from CTS such as overlapping locations or incorrect local variable type being emitted. My understanding is there's a bunch of existing similar handling for different interpolant types but I'm not sure how to properly wire this up to that.
Metal 4 supports per-vertex values as documented in the Metal Shading Language specification under
2.19 Per-Vertex Values. It should be possible now to supportPerVertexKHRusing the MSLvertex_value<T>.Also I've seen indications that the limit on having both barycentric and barycentric no-persp in the same shader may have been lifted as well.
Made an attempt at it here, but ran into issues with practical examples from CTS such as overlapping locations or incorrect local variable type being emitted. My understanding is there's a bunch of existing similar handling for different interpolant types but I'm not sure how to properly wire this up to that.