Giovanni Mascellani (@giomasce) commented about tests/hlsl/tessellation.shader_test:
+ + [domain("tri")] +void main(patch_constant_data input, + float3 tess_coord : SV_DomainLocation, + const OutputPatch<data, 3> patch, + out data output) +{ + output.position = tess_coord.x * patch[0].position + + tess_coord.y * patch[1].position + + tess_coord.z * patch[2].position; + output.r = tess_coord.x * patch[0].r + tess_coord.y * patch[1].r + tess_coord.z * patch[2].r; + output.g = tess_coord.x * patch[0].g + tess_coord.y * patch[1].g + tess_coord.z * patch[2].g; + output.b = tess_coord.x * patch[0].b + tess_coord.y * patch[1].b + tess_coord.z * patch[2].b; +} + +[vertex shader] Minor, but can we order the shaders in the "logical" order (VS, HS, DS, PS)?
-- https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/767#note_67284