[Mesa-dev] [PATCH 07/10] gallium: add tessellation shader stage defines
Luca Barbieri
luca at luca-barbieri.com
Sun Sep 5 18:30:49 PDT 2010
Don't add the pipe_screen/pipe_context members yet, since no actual
implementation is planned right now.
DirectX 11 calls these "hull" and "domain" shaders.
Since we are already using "fragment" instead of "pixel", and the
OpenGL naming is much clearer, use it.
They are abbreviated to "tessctrl" and "tesseval" for brevity.
---
src/gallium/include/pipe/p_defines.h | 4 +++-
src/gallium/include/pipe/p_shader_tokens.h | 2 ++
2 files changed, 5 insertions(+), 1 deletions(-)
diff --git a/src/gallium/include/pipe/p_defines.h b/src/gallium/include/pipe/p_defines.h
index 627b5ae..0291bb7 100644
--- a/src/gallium/include/pipe/p_defines.h
+++ b/src/gallium/include/pipe/p_defines.h
@@ -353,7 +353,9 @@ enum pipe_transfer_usage {
#define PIPE_SHADER_VERTEX 0
#define PIPE_SHADER_FRAGMENT 1
#define PIPE_SHADER_GEOMETRY 2
-#define PIPE_SHADER_TYPES 3
+#define PIPE_SHADER_TESSCTRL 3
+#define PIPE_SHADER_TESSEVAL 4
+#define PIPE_SHADER_TYPES 5
/**
diff --git a/src/gallium/include/pipe/p_shader_tokens.h b/src/gallium/include/pipe/p_shader_tokens.h
index 636e7f0..281e5c5 100644
--- a/src/gallium/include/pipe/p_shader_tokens.h
+++ b/src/gallium/include/pipe/p_shader_tokens.h
@@ -43,6 +43,8 @@ struct tgsi_header
#define TGSI_PROCESSOR_VERTEX 0
#define TGSI_PROCESSOR_FRAGMENT 1
#define TGSI_PROCESSOR_GEOMETRY 2
+#define TGSI_PROCESSOR_TESSCTRL 3
+#define TGSI_PROCESSOR_TESSEVAL 4
struct tgsi_processor
{
--
1.7.0.4
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