Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Reflect GLSL PS interpolation qualifiers #64

Closed
nbentyNV opened this issue Jul 9, 2017 · 3 comments
Closed

Reflect GLSL PS interpolation qualifiers #64

nbentyNV opened this issue Jul 9, 2017 · 3 comments

Comments

@nbentyNV
Copy link
Collaborator

nbentyNV commented Jul 9, 2017

Required for Falcor to explicitly enable super-sampling in Vulkan

@tangent-vector-personal
Copy link

Are you just referring to things like the sample qualifier on fragment shader varying inputs:

sample vec2 whatever;
centroid vec4 somethingElse;

Or are there more requirements beyond that? E.g. do you need to be able to test if the shader uses the gl_SampleIndex built-in variable, or anything like that?

How does the situation for Vulkan differ from D3D?

@nbentyNV
Copy link
Collaborator Author

nbentyNV commented Jul 10, 2017

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.
In Vulkan we have to enable super-sampling in the rasterizer state, otherwise the FS declarations will be ignored.

@tangent-vector
Copy link
Contributor

There is now a basic version of this in place thanks to PR #79.

Leaving this open in case it doesn't meet requirements.

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
None yet
Projects
None yet
Development

No branches or pull requests

3 participants