gallium: add tessellation shader properties
v2: Marek: rename tess spacing definitions Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu> Reviewed-by: Roland Scheidegger <sroland@vmware.com> Signed-off-by: Marek Olšák <marek.olsak@amd.com>
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@@ -3071,6 +3071,39 @@ Naturally, clipping is not performed on window coordinates either.
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The effect of this property is undefined if a geometry or tessellation shader
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are in use.
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TCS_VERTICES_OUT
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""""""""""""""""
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The number of vertices written by the tessellation control shader. This
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effectively defines the patch input size of the tessellation evaluation shader
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as well.
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TES_PRIM_MODE
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"""""""""""""
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This sets the tessellation primitive mode, one of ``PIPE_PRIM_TRIANGLES``,
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``PIPE_PRIM_QUADS``, or ``PIPE_PRIM_LINES``. (Unlike in GL, there is no
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separate isolines settings, the regular lines is assumed to mean isolines.)
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TES_SPACING
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"""""""""""
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This sets the spacing mode of the tessellation generator, one of
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``PIPE_TESS_SPACING_*``.
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TES_VERTEX_ORDER_CW
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"""""""""""""""""""
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This sets the vertex order to be clockwise if the value is 1, or
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counter-clockwise if set to 0.
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TES_POINT_MODE
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""""""""""""""
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If set to a non-zero value, this turns on point mode for the tessellator,
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which means that points will be generated instead of primitives.
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Texture Sampling and Texture Formats
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------------------------------------
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