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shader: preserve counterclockwise tessellation output
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54b937c85f
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143f640706
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@@ -130,10 +130,10 @@ void DefineTessellationInterfaces(EmitterState& state) {
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void DefineTessellationExecutionModes(EmitterState& state) {
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const auto& tess = state.input_info.vertex->tess;
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// Triangle or quad domain, integer or fractional-odd partitioning, clockwise output.
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// Triangle or quad domain, integer or fractional-odd partitioning, triangle output.
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EXIT_NOT_IMPLEMENTED((tess.domain != 1u && tess.domain != 2u) ||
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(tess.partitioning != 0u && tess.partitioning != 2u) ||
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tess.output_topology != 2u);
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(tess.output_topology != 2u && tess.output_topology != 3u));
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state.builder.RequireCapability(spv::CapabilityTessellation);
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if (state.program.stage == ShaderType::TessellationControl) {
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state.builder.AddExecutionMode(state.main_func, spv::ExecutionModeOutputVertices,
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@@ -145,7 +145,9 @@ void DefineTessellationExecutionModes(EmitterState& state) {
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state.builder.AddExecutionMode(
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state.main_func, tess.partitioning == 0u ? spv::ExecutionModeSpacingEqual
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: spv::ExecutionModeSpacingFractionalOdd);
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state.builder.AddExecutionMode(state.main_func, spv::ExecutionModeVertexOrderCw);
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state.builder.AddExecutionMode(state.main_func, tess.output_topology == 2u
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? spv::ExecutionModeVertexOrderCw
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: spv::ExecutionModeVertexOrderCcw);
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}
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}
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