mame/3rdparty/bgfx/examples/41-tess/cs_terrain_update_draw.sc
Julian Sikorski 0837e7451a WIP: sync bgfx, bx and bimg with latest upstream (#5723)
* Sync with bgfx upstream revision b91d0b6

* Sync with bx upstream revision d60912b

* Sync with bimg upstream revision bd81f60

* Add astc-codec decoder

* Rename VertexDecl to VertexLayout

* Rename UniformType enum Int1 to Sampler.

* Add NVN stub

* Fix unused-const-variable error on macOS

* Drop redundant explicit language parameters
buildoptions_cpp are only applied to c++ files and buildoptions_objcpp are only
applied to objective c++ files. As such, hardcoding -x offers no benefit while
preventing overrides (such as one needed by 3rdparty/bgfx/src/renderer_vk.cpp on
macOS) from working.

* Re-introduce -x c++ in places where C code is compiled as C++ to prevent clang from throwing a warning

* Build bgfx as Objective-C++ on macOS
It is needed due to included headers

* Enable Direct3D12 and Vulkan bgfx rendering backends

* Enable building of spirv shaders

* Properly escape /c in cmd call

* Comment out dx12 bgfx renderer

* Honor VERBOSE setting during shaders build

* Only invert hlsl shader XYZ_TO_sRGB matrix for opengl

* Add spirv shaders

* OpenGL ES needs transposed matrix too

* Metal needs transposed matrix as well
2019-10-13 07:50:38 -04:00

20 lines
374 B
Python

#include "bgfx_compute.sh"
#include "uniforms.sh"
BUFFER_RW(indirectBuffer, uvec4, 3);
BUFFER_RW(atomicCounterBuffer, uint, 4);
NUM_THREADS(1u, 1u, 1u)
void main()
{
uint counter = atomicCounterBuffer[1];
uint subd = 6 << (2 * u_gpu_subd - 1);
if((2 * u_gpu_subd - 1) <= 0) {
subd = 3u;
}
drawIndexedIndirect(indirectBuffer, 0, subd, counter / 2, 0u, 0u, 0u);
}