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#Actualcephalo

Posted 24 April 2013 - 04:30 PM

Here are the requested structures:

struct VertexOutput
{
    float3 PositionWorld    : POSITION;
    float2 MainTexCoord        : TEXCOORD;
};

struct PatchConstants
{
    float EdgeTess[3]    : SV_TessFactor;
    float InsideTess    : SV_InsideTessFactor;

};
struct HullOut
{
	float3 PositionWorld	: POSITION;
	float2 MainTexCoord		: TEXCOORD;
};

[domain("tri")]
[partitioning("fractional_even")]
[outputtopology("triangle_cw")]
[outputcontrolpoints(10)]
[patchconstantfunc("PatchHS")]
HullOut HS(InputPatch<VertexOutput,10> p, uint i : SV_OutputControlPointID, uint patchId : SV_PrimitiveID)
{
	HullOut hout;

	hout = p[i];

	return hout;
}

 

 

 

I've never used the ref device. I'm not even sure exactly what that is. I'd almost give my left foot to peek into my variables in the shader, (but not $500!). I think its one of those things that seems to be partially working, but is really not working at all except in creating an illusion of working.


#1cephalo

Posted 24 April 2013 - 04:25 PM

Here are the requested structures:

struct VertexOutput
{
    float3 PositionWorld    : POSITION;
    float2 MainTexCoord        : TEXCOORD;
};

struct PatchConstants
{
    float EdgeTess[3]    : SV_TessFactor;
    float InsideTess    : SV_InsideTessFactor;

};
struct HullOut
{
	float3 PositionWorld	: POSITION;
	float2 MainTexCoord		: TEXCOORD;
};

[domain("tri")]
[partitioning("fractional_even")]
[outputtopology("triangle_cw")]
[outputcontrolpoints(10)]
[patchconstantfunc("PatchHS")]
HullOut HS(InputPatch<VertexOutput,10> p, uint i : SV_OutputControlPointID, uint patchId : SV_PrimitiveID)
{
	HullOut hout;

	hout = p[i];

	return hout;
}

 

 

 

I've never used the ref device. I'm not even sure exactly what that is.


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