Implement the ProcessTriTessFactorsMax
HLSL Function
#99149
Labels
backend:DirectX
bot:HLSL
HLSL
HLSL Language Support
metabug
Issue to collect references to a group of similar or related issues.
ProcessTriTessFactorsMax
clang builtin,ProcessTriTessFactorsMax
clang builtin withhlsl_intrinsics.h
ProcessTriTessFactorsMax
toCheckHLSLBuiltinFunctionCall
inSemaChecking.cpp
ProcessTriTessFactorsMax
toEmitHLSLBuiltinExpr
inCGBuiltin.cpp
clang/test/CodeGenHLSL/builtins/ProcessTriTessFactorsMax.hlsl
clang/test/SemaHLSL/BuiltIns/ProcessTriTessFactorsMax-errors.hlsl
int_dx_ProcessTriTessFactorsMax
intrinsic inIntrinsicsDirectX.td
DXILOpMapping
ofint_dx_ProcessTriTessFactorsMax
to106
inDXIL.td
ProcessTriTessFactorsMax.ll
andProcessTriTessFactorsMax_errors.ll
tests inllvm/test/CodeGen/DirectX/
DirectX
SPIR-V
There is no support for
ProcessTriTessFactorsMax
when targeting SPIR-V.Test Case(s)
Example 1
HLSL:
Generates the corrected tessellation factors for a tri patch.
Syntax
Parameters
RawEdgeFactors [in]
Type: float3
The edge tessellation factors, passed into the tessellator stage.
InsideScale [in]
Type: float
The scale factor applied to the UV tessellation factors computed by the tessellation stage. The allowable range for InsideScale is 0.0 to 1.0.
RoundedEdgeTessFactors [out]
Type: float3
The rounded edge-tessellation factors calculated by the tessellator stage.
RoundedInsideTessFactor [out]
Type: float
The tessellation factors calculated by the tessellator stage, and rounded.
UnroundedInsideTessFactor [out]
Type: float
The original, unrounded, UV tessellation factors computed by the tessellation stage.
Return value
This function does not return a value.
Remarks
Generates the corrected tessellation factors for a tri patch, computing the inside tessellation factor as the maximum of the edge tessellation factors, which is then scaled by InsideScale. The result is then rounded based on the partitioning mode, but the unrounded results are available using the UnroundedInsideTessFactor parameter.
Minimum Shader Model
This function is supported in the following shader models.
This function is supported in the following types of shaders:
See also
Intrinsic Functions
Shader Model 5
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