radv: enable tessellation shaders.
This enables tessellation shaders and sets some values for the maximums. Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl> Signed-off-by: Dave Airlie <airlied@redhat.com>
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@@ -452,7 +452,7 @@ void radv_GetPhysicalDeviceFeatures(
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.imageCubeArray = true,
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.independentBlend = true,
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.geometryShader = true,
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.tessellationShader = false,
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.tessellationShader = true,
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.sampleRateShading = false,
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.dualSrcBlend = true,
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.logicOp = true,
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@@ -565,14 +565,14 @@ void radv_GetPhysicalDeviceProperties(
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.maxVertexInputAttributeOffset = 2047,
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.maxVertexInputBindingStride = 2048,
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.maxVertexOutputComponents = 128,
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.maxTessellationGenerationLevel = 0,
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.maxTessellationPatchSize = 0,
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.maxTessellationControlPerVertexInputComponents = 0,
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.maxTessellationControlPerVertexOutputComponents = 0,
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.maxTessellationControlPerPatchOutputComponents = 0,
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.maxTessellationControlTotalOutputComponents = 0,
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.maxTessellationEvaluationInputComponents = 0,
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.maxTessellationEvaluationOutputComponents = 0,
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.maxTessellationGenerationLevel = 64,
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.maxTessellationPatchSize = 32,
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.maxTessellationControlPerVertexInputComponents = 128,
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.maxTessellationControlPerVertexOutputComponents = 128,
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.maxTessellationControlPerPatchOutputComponents = 120,
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.maxTessellationControlTotalOutputComponents = 4096,
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.maxTessellationEvaluationInputComponents = 128,
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.maxTessellationEvaluationOutputComponents = 128,
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.maxGeometryShaderInvocations = 32,
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.maxGeometryInputComponents = 64,
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.maxGeometryOutputComponents = 128,
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