Hull, Domain and Geometry Shaders for WindowsDX#7242
Hull, Domain and Geometry Shaders for WindowsDX#7242cpt-max wants to merge 8 commits intoMonoGame:developfrom
Conversation
|
So for sure this needs to sit at least until 3.8 is out the door... we'll get this into 3.9. |
| Pixel, | ||
| Hull, | ||
| Domain, | ||
| Geometry, |
There was a problem hiding this comment.
We should document exactly what these are even with it being internal. Will help when we port to new platforms and also when we move to make the Shader API public.
|
@cpt-max - You should add a new effect processor test for these new shader stages. These were moved here: https://github.com/MonoGame/MonoGame/blob/develop/Tools/MonoGame.Tools.Tests/EffectProcessorTests.cs You will need to put a |
|
@cpt-max - I had a look into your PR. Looks very promising, great work! I noticed that In SharpDX: LineListWithAdjacency = 10, // 0x0000000A
LineStripWithAdjacency = 11, // 0x0000000B
TriangleListWithAdjacency = 12, // 0x0000000C
TriangleStripWithAdjacency = 13, // 0x0000000DCheers, |
I'll add those when I update this PR. |
|
@tomspilman I added the documentation and unit tests you requested. I don't think the DIRECTX symbol is defined though, so those tests don't run. |
|
Thanks @cpt-max . I'll find some time to review this in more detail this week. |
Great : ) Thank you @cpt-max. Really looking forward to this. |
|
I didn't realize at first that some files in MGFXC are supposed to be autogenerated by TinyPG, rather than changed manually. With the latest commit they are autogenerated again. |
|
Closing this PR, as it's contained in #7533 |
This pull request is based on JSandusky's MonoGame branch.
It adds the missing DX11 shader stages to the framework and to the content pipeline (mgfxc).
I created this MonoGame sample project to test the new stages.
The MGFXVersion has been raised to 10 which means shader content need to be rebuilt.
The changes shouldn't break other platforms (theoretically), but they add some non-functional elements to the framework, like for example new PrimitiveTypes that only work with hull shaders. I could #if them out of those platforms for now, but I'd prefer to make them functional instead :)
The DX unit tests didn't work for me, every test that needs a DX device fails to create one. What am I missing? OpenGL unit tests work fine.