Tessellation involves three pipeline stages. First, a tessellation control shader transforms control points of a patch and can produce per-patch data. Second, a fixed-function tessellator generates multiple primitives corresponding to a tessellation of the patch in (u,v) or (u,v,w) parameter space. Third, a tessellation evaluation shader transforms the vertices of the tessellated patch, for example to compute their positions and attributes as part of the tessellated surface. The tessellator is enabled when the pipeline contains both a tessellation control shader and a tessellation evaluation shader.
Tessellator Tessellator Patch Discard Tessellator Spacing Tessellation Primitive Ordering Tessellator Vertex Winding Order Triangle Tessellation Quad Tessellation Isoline Tessellation Tessellation Point Mode Tessellation Pipeline Statetypedef struct VkPipelineTessellationStateCreateInfo { VkStructureType const void* VkPipelineTessellationStateCreateFlags uint32_t } VkPipelineTessellationStateCreateInfo; sType; pNext; flags; patchControlPoints;
bool FVulkanPipelineStateCacheManager::CreateGfxPipelineFromEntry(FVulkanRHIGraphicsPipelineState* PSO, FVulkanShader* Shaders[ShaderStage::NumStages], VkPipeline* Pipeline)
本节教程就到此结束,希望大家继续阅读我之后的教程。
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原创技术文章,撰写不易,转载请注明出处:电子设备中的画家|王烁 于 2021 年 5 月 10 日发表,原文链接(http://geekfaner.com/shineengine/blog20_Vulkanv1.2_6.html)