MeshShadingNV enables builtins PrimitiveId, Layer, and ViewportIndex
authorDavid Neto <dneto@google.com>
Thu, 12 Nov 2020 19:28:10 +0000 (14:28 -0500)
committerDavid Neto <dneto@google.com>
Mon, 23 Nov 2020 15:15:18 +0000 (10:15 -0500)
Fixes #179

See extension SPV_NV_mesh_shader

include/spirv/unified1/spirv.core.grammar.json

index 5fc015e..c91540d 100644 (file)
         {
           "enumerant" : "PrimitiveId",
           "value" : 7,
-          "capabilities" : [ "Geometry", "Tessellation", "RayTracingNV", "RayTracingKHR" ]
+          "capabilities" : [ "Geometry", "Tessellation", "RayTracingNV", "RayTracingKHR", "MeshShadingNV" ]
         },
         {
           "enumerant" : "InvocationId",
         {
           "enumerant" : "Layer",
           "value" : 9,
-          "capabilities" : [ "Geometry", "ShaderLayer", "ShaderViewportIndexLayerEXT" ]
+          "capabilities" : [ "Geometry", "ShaderLayer", "ShaderViewportIndexLayerEXT", "MeshShadingNV" ]
         },
         {
           "enumerant" : "ViewportIndex",
           "value" : 10,
-          "capabilities" : [ "MultiViewport", "ShaderViewportIndex", "ShaderViewportIndexLayerEXT" ]
+          "capabilities" : [ "MultiViewport", "ShaderViewportIndex", "ShaderViewportIndexLayerEXT", "MeshShadingNV" ]
         },
         {
           "enumerant" : "TessLevelOuter",