Geometry shaders built from Nvidia's compiler check for bits[16:23] to be less than or equal to 0 with VSETP to default to a "safe" value of 0x8000'0000 (safe from hardware's perspective). To avoid hitting this path in the shader, return 0x00ff'0000 from S2R INVOCATION_INFO. This seems to be the maximum number of vertices a geometry shader can emit in a primitive. |
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.. | ||
decode | ||
ast.cpp | ||
ast.h | ||
compiler_settings.cpp | ||
compiler_settings.h | ||
control_flow.cpp | ||
control_flow.h | ||
decode.cpp | ||
expr.cpp | ||
expr.h | ||
memory_util.cpp | ||
memory_util.h | ||
node_helper.cpp | ||
node_helper.h | ||
node.h | ||
registry.cpp | ||
registry.h | ||
shader_ir.cpp | ||
shader_ir.h | ||
track.cpp | ||
transform_feedback.cpp | ||
transform_feedback.h |