shader: Implement tessellation shaders, polygon mode and invocation id

This commit is contained in:
ReinUsesLisp 2021-04-15 22:46:11 -03:00 committed by ameerj
parent 34519d3fc6
commit 183855e396
28 changed files with 605 additions and 91 deletions

View file

@ -225,7 +225,7 @@ Device::Device(VkInstance instance_, vk::PhysicalDevice physical_, VkSurfaceKHR
.drawIndirectFirstInstance = false,
.depthClamp = true,
.depthBiasClamp = true,
.fillModeNonSolid = false,
.fillModeNonSolid = true,
.depthBounds = false,
.wideLines = false,
.largePoints = true,
@ -670,6 +670,7 @@ void Device::CheckSuitability(bool requires_swapchain) const {
std::make_pair(features.largePoints, "largePoints"),
std::make_pair(features.multiViewport, "multiViewport"),
std::make_pair(features.depthBiasClamp, "depthBiasClamp"),
std::make_pair(features.fillModeNonSolid, "fillModeNonSolid"),
std::make_pair(features.geometryShader, "geometryShader"),
std::make_pair(features.tessellationShader, "tessellationShader"),
std::make_pair(features.occlusionQueryPrecise, "occlusionQueryPrecise"),