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>
This commit is contained in:
Ilia Mirkin
2014-07-19 10:09:28 -04:00
committed by Marek Olšák
parent 18bce2f194
commit 9e1ba1d689
4 changed files with 52 additions and 2 deletions

View File

@@ -3071,6 +3071,39 @@ Naturally, clipping is not performed on window coordinates either.
The effect of this property is undefined if a geometry or tessellation shader
are in use.
TCS_VERTICES_OUT
""""""""""""""""
The number of vertices written by the tessellation control shader. This
effectively defines the patch input size of the tessellation evaluation shader
as well.
TES_PRIM_MODE
"""""""""""""
This sets the tessellation primitive mode, one of ``PIPE_PRIM_TRIANGLES``,
``PIPE_PRIM_QUADS``, or ``PIPE_PRIM_LINES``. (Unlike in GL, there is no
separate isolines settings, the regular lines is assumed to mean isolines.)
TES_SPACING
"""""""""""
This sets the spacing mode of the tessellation generator, one of
``PIPE_TESS_SPACING_*``.
TES_VERTEX_ORDER_CW
"""""""""""""""""""
This sets the vertex order to be clockwise if the value is 1, or
counter-clockwise if set to 0.
TES_POINT_MODE
""""""""""""""
If set to a non-zero value, this turns on point mode for the tessellator,
which means that points will be generated instead of primitives.
Texture Sampling and Texture Formats
------------------------------------