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author | ReinUsesLisp <reinuseslisp@airmail.cc> | 2020-05-29 20:21:48 -0300 |
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committer | ReinUsesLisp <reinuseslisp@airmail.cc> | 2020-05-30 01:49:14 -0300 |
commit | f2d1aa97ad52f5f78ae30b70c59559bfe0b950c5 (patch) | |
tree | d0e3aae2290e4ef2aabdfb8a9a8d44c0cd4845f2 /src/common/algorithm.h | |
parent | 1bb3122c1f139420113ac2eb01bcf73890f52814 (diff) |
shader/other: Fix hardcoded value in S2R INVOCATION_INFO
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.
Diffstat (limited to 'src/common/algorithm.h')
0 files changed, 0 insertions, 0 deletions