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Reflect GLSL PS interpolation qualifiers #64
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Are you just referring to things like the
Or are there more requirements beyond that? E.g. do you need to be able to test if the shader uses the How does the situation for Vulkan differ from D3D? |
I need to know if the shader requires us to use super-sampling, similar to ID3D12ShaderReflection::IsSampleFrequencyShader() In DX12, supersampling is enabled automatically if the PS use any inputs that are evaluated at sample location or SV_SampleIndex is used. |
There is now a basic version of this in place thanks to PR #79. Leaving this open in case it doesn't meet requirements. |
Required for Falcor to explicitly enable super-sampling in Vulkan
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