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| 1 | +#--- vertex.hlsl |
| 2 | +struct VSOutput { |
| 3 | + float4 position : SV_POSITION; |
| 4 | +}; |
| 5 | + |
| 6 | +VSOutput main(float4 position : POSITION) { |
| 7 | + VSOutput o; |
| 8 | + o.position = position; |
| 9 | + return o; |
| 10 | +} |
| 11 | + |
| 12 | +#--- geometry.hlsl |
| 13 | +struct GSInput { |
| 14 | + float4 position : SV_POSITION; |
| 15 | +}; |
| 16 | + |
| 17 | +struct GSOutput { |
| 18 | + float4 position : SV_POSITION; |
| 19 | +}; |
| 20 | + |
| 21 | +// Subdivide the input triangle into four sub-triangles by joining the |
| 22 | +// edge midpoints (three corner triangles + one inverted central one). |
| 23 | +// Their union exactly tiles the parent triangle, so the rasterized |
| 24 | +// coverage of the subdivided primitive must equal that of the original — |
| 25 | +// every pixel inside the parent triangle is covered by exactly one |
| 26 | +// sub-triangle. |
| 27 | +[maxvertexcount(12)] |
| 28 | +void main(triangle GSInput input[3], inout TriangleStream<GSOutput> stream) { |
| 29 | + float4 v0 = input[0].position; |
| 30 | + float4 v1 = input[1].position; |
| 31 | + float4 v2 = input[2].position; |
| 32 | + float4 m01 = 0.5 * (v0 + v1); |
| 33 | + float4 m12 = 0.5 * (v1 + v2); |
| 34 | + float4 m02 = 0.5 * (v0 + v2); |
| 35 | + |
| 36 | + GSOutput o; |
| 37 | + |
| 38 | + // Corner triangle at v0. |
| 39 | + o.position = v0; stream.Append(o); |
| 40 | + o.position = m01; stream.Append(o); |
| 41 | + o.position = m02; stream.Append(o); |
| 42 | + stream.RestartStrip(); |
| 43 | + |
| 44 | + // Corner triangle at v1. |
| 45 | + o.position = m01; stream.Append(o); |
| 46 | + o.position = v1; stream.Append(o); |
| 47 | + o.position = m12; stream.Append(o); |
| 48 | + stream.RestartStrip(); |
| 49 | + |
| 50 | + // Corner triangle at v2. |
| 51 | + o.position = m02; stream.Append(o); |
| 52 | + o.position = m12; stream.Append(o); |
| 53 | + o.position = v2; stream.Append(o); |
| 54 | + stream.RestartStrip(); |
| 55 | + |
| 56 | + // Central triangle. |
| 57 | + o.position = m01; stream.Append(o); |
| 58 | + o.position = m12; stream.Append(o); |
| 59 | + o.position = m02; stream.Append(o); |
| 60 | +} |
| 61 | + |
| 62 | +#--- pixel.hlsl |
| 63 | +struct PSInput { |
| 64 | + float4 position : SV_POSITION; |
| 65 | +}; |
| 66 | + |
| 67 | +float4 main(PSInput input) : SV_TARGET { |
| 68 | + return float4(1.0, 0.0, 0.0, 1.0); |
| 69 | +} |
| 70 | + |
| 71 | +#--- pipeline.yaml |
| 72 | +--- |
| 73 | +Shaders: |
| 74 | + - Stage: Vertex |
| 75 | + Entry: main |
| 76 | + - Stage: Geometry |
| 77 | + Entry: main |
| 78 | + - Stage: Pixel |
| 79 | + Entry: main |
| 80 | +Buffers: |
| 81 | + # One oversized triangle that covers the full 2x2 viewport in clip space. |
| 82 | + - Name: VertexData |
| 83 | + Format: Float32 |
| 84 | + Stride: 16 # 3 vertices, 16 bytes each |
| 85 | + Data: [ -1.0, -1.0, 0.0, 1.0, |
| 86 | + 3.0, -1.0, 0.0, 1.0, |
| 87 | + -1.0, 3.0, 0.0, 1.0 ] |
| 88 | + - Name: Output |
| 89 | + Format: Float32 |
| 90 | + Channels: 4 |
| 91 | + FillSize: 64 # 2x2 @ 16 bytes per pixel |
| 92 | + OutputProps: |
| 93 | + Height: 2 |
| 94 | + Width: 2 |
| 95 | + Depth: 1 |
| 96 | +Bindings: |
| 97 | + VertexBuffer: VertexData |
| 98 | + VertexAttributes: |
| 99 | + - Format: Float32 |
| 100 | + Channels: 4 |
| 101 | + Offset: 0 |
| 102 | + Name: POSITION |
| 103 | + RenderTarget: Output |
| 104 | +DescriptorSets: [] |
| 105 | +... |
| 106 | +#--- end |
| 107 | + |
| 108 | +# Metal has no native geometry shader stage. |
| 109 | +# UNSUPPORTED: Metal |
| 110 | + |
| 111 | +# Clang's HLSL frontend does not yet support geometry shader stream types. |
| 112 | +# Tracked upstream: https://github.com/llvm/llvm-project/issues/136963 |
| 113 | +# XFAIL: Clang |
| 114 | + |
| 115 | +# RUN: split-file %s %t |
| 116 | +# RUN: %dxc_target -T vs_6_0 -Fo %t-vertex.o %t/vertex.hlsl |
| 117 | +# RUN: %dxc_target -T gs_6_0 -Fo %t-geometry.o %t/geometry.hlsl |
| 118 | +# RUN: %dxc_target -T ps_6_0 -Fo %t-pixel.o %t/pixel.hlsl |
| 119 | +# RUN: %offloader %t/pipeline.yaml %t-vertex.o %t-geometry.o %t-pixel.o | FileCheck %s |
| 120 | + |
| 121 | +# All 4 pixels of the 2x2 render target must be opaque red — the union of the |
| 122 | +# four sub-triangles equals the parent. |
| 123 | +# CHECK: Name: Output |
| 124 | +# CHECK: Data: [ 1, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 1 ] |
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