shader: Implement tessellation shaders, polygon mode and invocation id
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34519d3fc6
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183855e396
28 changed files with 605 additions and 91 deletions
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@ -55,6 +55,8 @@ Id EmitGetAttribute(EmitContext& ctx, IR::Attribute attr, Id vertex);
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void EmitSetAttribute(EmitContext& ctx, IR::Attribute attr, Id value, Id vertex);
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Id EmitGetAttributeIndexed(EmitContext& ctx, Id offset, Id vertex);
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void EmitSetAttributeIndexed(EmitContext& ctx, Id offset, Id value, Id vertex);
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Id EmitGetPatch(EmitContext& ctx, IR::Patch patch);
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void EmitSetPatch(EmitContext& ctx, IR::Patch patch, Id value);
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void EmitSetFragColor(EmitContext& ctx, u32 index, u32 component, Id value);
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void EmitSetFragDepth(EmitContext& ctx, Id value);
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void EmitGetZFlag(EmitContext& ctx);
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@ -67,6 +69,7 @@ void EmitSetCFlag(EmitContext& ctx);
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void EmitSetOFlag(EmitContext& ctx);
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Id EmitWorkgroupId(EmitContext& ctx);
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Id EmitLocalInvocationId(EmitContext& ctx);
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Id EmitInvocationId(EmitContext& ctx);
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Id EmitIsHelperInvocation(EmitContext& ctx);
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Id EmitLoadLocal(EmitContext& ctx, Id word_offset);
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void EmitWriteLocal(EmitContext& ctx, Id word_offset, Id value);
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