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vkd3d-shader: Add support for OpenGL tessellation shaders.
In DXBC tessellator parameters are specified in hull shaders. In OpenGL, even in SPIR-V, tessellator parameters must be specified in the tessellation evaluation shader. Signed-off-by: Józef Kucia <jkucia@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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committed by
Alexandre Julliard
parent
22330b5414
commit
c333fddaf9
@@ -464,23 +464,6 @@ enum vkd3d_tessellator_domain
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VKD3D_TESSELLATOR_DOMAIN_QUAD = 3,
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};
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enum vkd3d_tessellator_output_primitive
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{
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VKD3D_TESSELLATOR_OUTPUT_POINT = 1,
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VKD3D_TESSELLATOR_OUTPUT_LINE = 2,
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VKD3D_TESSELLATOR_OUTPUT_TRIANGLE_CW = 3,
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VKD3D_TESSELLATOR_OUTPUT_TRIANGLE_CCW = 4,
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};
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enum vkd3d_tessellator_partitioning
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{
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VKD3D_TESSELLATOR_PARTITIONING_INTEGER = 1,
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VKD3D_TESSELLATOR_PARTITIONING_POW2 = 2,
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VKD3D_TESSELLATOR_PARTITIONING_FRACTIONAL_ODD = 3,
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VKD3D_TESSELLATOR_PARTITIONING_FRACTIONAL_EVEN = 4,
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};
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#define VKD3DSI_NONE 0x0
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#define VKD3DSI_TEXLD_PROJECT 0x1
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#define VKD3DSI_INDEXED_DYNAMIC 0x4
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