rhi: displacement / tessellation manual test Metal memory alignment

This test was created with a work around for a Metal tessellation
pipeline memory alignment issue.  The workaround was to specify shader
stage in / out variable uv as vec3 rather than vec2.  A recent patch to
correct Metal tessellation pipeline memory alignment has now allowed
this test to use vec2 for variable uv as originally intended.

Change-Id: I6772c0e824e1e4b7e749dafa218f3fd8eba0e541
Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
This commit is contained in:
Ben Fletcher 2023-03-09 16:41:27 -08:00
parent 8bf46d7a21
commit d50f2fc1cc
7 changed files with 5 additions and 5 deletions

View File

@ -2,10 +2,10 @@
layout(vertices = 3) out;
layout(location = 0) in vec3 in_uv[];
layout(location = 0) in vec2 in_uv[];
layout(location = 1) in vec3 in_normal[];
layout(location = 0) out vec3 out_uv[];
layout(location = 0) out vec2 out_uv[];
layout(location = 1) out vec3 out_normal[];
layout(std140, binding = 0) uniform buf {

View File

@ -2,7 +2,7 @@
layout(triangles, fractional_odd_spacing, ccw) in;
layout(location = 0) in vec3 in_uv[];
layout(location = 0) in vec2 in_uv[];
layout(location = 1) in vec3 in_normal[];
//layout(location = 0) out vec2 out_uv;

View File

@ -4,12 +4,12 @@ layout(location = 0) in vec3 position;
layout(location = 1) in vec2 uv;
layout(location = 2) in vec3 normal;
layout(location = 0) out vec3 out_uv;
layout(location = 0) out vec2 out_uv;
layout(location = 1) out vec3 out_normal;
void main()
{
gl_Position = vec4(position, 1.0);
out_uv = vec3(uv, 0.0);
out_uv = uv;
out_normal = normal;
}