mirror of
https://github.com/status-im/Vulkan-Docs.git
synced 2025-01-12 23:14:20 +00:00
95dd2f34c5
* Bump API patch number and header version number to 28 for this update. Github Issues: * Minor spelling and typography cleanup, add definitions of ename:VK_FALSE and ename:VK_TRUE as just what their names say (public issues 220, 318, 325, 365; internal issues 451, 496) * Clarify that the pname:maxDescriptorSet limits in the <<features-limits-required,Required Limits>> table are n * maxPerStage limit (where n=number of supported stages) (public issue 254). * Minor cleanup to <<boilerplate-platform-macros,Platform-Specific Macro Definitions>> appendix (public issue 314). * Add valid usage statement to slink:VkPipelineLayoutCreateInfo disallowing multiple push constant ranges for the same shader stage (public issue 340). * Clarify the elink:VkSharingMode description of what executing the "same" barriers means in case of ownership transfer (public issue 347). * Rename copyright.txt and add COPYING.md to try and reduce confusion about applicable copyrights (public issue 350). * Extend the table in the <<boilerplate-wsi-header, Window System-Specific Header Control>> section to describe the external headers included when each etext:VK_USE_PLATFORM_* macro is defined (public issue 376). Internal Issues: * Add "Revision History" to the PDF outputs following the table of contents, to match HTML outputs (internal issue 43). * Clarified that flink:vkMapMemory may fail due to virtual address space limitations (internal issue 346). * Add +refBody+ comment markup for ref page autoextraction when required (internal issue 400). * Document proper use of "mipmap" and "mip" in the style guide API naming rules, matching the spelling rules (internal issue 471). * Tweak the <<extensions,Layers and Extensions>> appendix to note that the Specification may be built with arbitrary combinations of extensions (internal issue 483). * Remove incorrect statement allowing slink:VkClearAttachment::pname:colorAttachment to be >= slink:VkSubpassDescription::pname:colorAttachmentCount (internal issue 488). * The <<features-limits-viewportboundsrange,viewportBoundsRange>> is expressed in terms of the pname:maxViewportDimensions but this is actually two values. Clarify that it's based on the larger of the two (if they differ) (internal issue 499). Other Issues: * Reflowed text of the entire spec using the 'reflow' Makefile gater, to (hopefully) reduce future internal git churn as edits are made and extensions added in return for one-time pain. This has no perceptible change on the spec outputs but considerable changes on the asciidoc source (internal issue 367).
473 lines
23 KiB
Plaintext
473 lines
23 KiB
Plaintext
// Copyright (c) 2015-2016 The Khronos Group Inc.
|
|
// Copyright notice at https://www.khronos.org/registry/speccopyright.html
|
|
|
|
[[tessellation]]
|
|
= Tessellation
|
|
|
|
Tessellation involves three pipeline stages.
|
|
First, a <<shaders-tessellation-control,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 <<shaders-tessellation-evaluation,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
|
|
|
|
If a pipeline includes both tessellation shaders (control and evaluation),
|
|
the tessellator consumes each input patch (after vertex shading) and
|
|
produces a new set of independent primitives (points, lines, or triangles).
|
|
These primitives are logically produced by subdividing a geometric primitive
|
|
(rectangle or triangle) according to the per-patch outer and inner
|
|
tessellation levels written by the tessellation control shader.
|
|
These levels are specified using the <<interfaces-builtin-variables,built-in
|
|
variables>> code:TessLevelOuter and code:TessLevelInner, respectively.
|
|
This subdivision is performed in an implementation-dependent manner.
|
|
If no tessellation shaders are present in the pipeline, the tessellator is
|
|
disabled and incoming primitives are passed through without modification.
|
|
|
|
The type of subdivision performed by the tessellator is specified by an
|
|
code:OpExecutionMode instruction in the tessellation evaluation or
|
|
tessellation control shader using one of execution modes code:Triangles,
|
|
code:Quads, and code:IsoLines.
|
|
Other tessellation-related execution modes can: also be specified in either
|
|
the tessellation control or tessellation evaluation shaders, and if they are
|
|
specified in both then the modes must: be the same.
|
|
|
|
Tessellation execution modes include:
|
|
|
|
* code:Triangles, code:Quads, and code:IsoLines.
|
|
These control the type of subdivision and topology of the output
|
|
primitives.
|
|
One mode must: be set in at least one of the tessellation shader stages.
|
|
* code:VertexOrderCw and code:VertexOrderCcw.
|
|
These control the orientation of triangles generated by the tessellator.
|
|
One mode must: be set in at least one of the tessellation shader stages.
|
|
* code:PointMode.
|
|
Controls generation of points rather than triangles or lines.
|
|
This functionality defaults to disabled, and is enabled if either shader
|
|
stage includes the execution mode.
|
|
* code:SpacingEqual, code:SpacingFractionalEven, and
|
|
code:SpacingFractionalOdd.
|
|
Controls the spacing of segments on the edges of tessellated primitives.
|
|
One mode must: be set in at least one of the tessellation shader stages.
|
|
* code:OutputVertices.
|
|
Controls the size of the output patch of the tessellation control
|
|
shader.
|
|
One value must: be set in at least one of the tessellation shader
|
|
stages.
|
|
|
|
For triangles, the tessellator subdivides a triangle primitive into smaller
|
|
triangles.
|
|
For quads, the tessellator subdivides a rectangle primitive into smaller
|
|
triangles.
|
|
For isolines, the tessellator subdivides a rectangle primitive into a
|
|
collection of line segments arranged in strips stretching across the
|
|
rectangle in the latexmath:[$u$] dimension (i.e.
|
|
the coordinates in code:TessCoord are of the form (0,x) through (1,x) for
|
|
all tessellation evaluation shader invocations that share a line).
|
|
|
|
Each vertex produced by the tessellator has an associated (u,v,w) or (u,v)
|
|
position in a normalized parameter space, with parameter values in the range
|
|
latexmath:[$[0,1\]$], as illustrated in figure
|
|
<<img-tessellation-topology>>.
|
|
|
|
[[img-tessellation-topology]]
|
|
image::images/tessparam.{svgpdf}[align="center",title="Domain parameterization for tessellation primitive modes",{fullimagewidth}]
|
|
|
|
For triangles, the vertex's position is a barycentric coordinate (u,v,w),
|
|
where u + v + w = 1.0, and indicates the relative influence of the three
|
|
vertices of the triangle on the position of the vertex.
|
|
For quads and isolines, the position is a (u,v) coordinate indicating the
|
|
relative horizontal and vertical position of the vertex relative to the
|
|
subdivided rectangle.
|
|
The subdivision process is explained in more detail in subsequent sections.
|
|
|
|
|
|
== Tessellator Patch Discard
|
|
|
|
A patch is discarded by the tessellator if any relevant outer tessellation
|
|
level is less than or equal to zero.
|
|
|
|
Patches will also be discarded if any relevant outer tessellation level
|
|
corresponds to a floating-point NaN (not a number) in implementations
|
|
supporting NaN.
|
|
|
|
No new primitives are generated and the tessellation evaluation shader is
|
|
not executed for patches that are discarded.
|
|
For code:Quads, all four outer levels are relevant.
|
|
For code:Triangles and code:IsoLines, only the first three or two outer
|
|
levels, respectively, are relevant.
|
|
Negative inner levels will not cause a patch to be discarded; they will be
|
|
clamped as described below.
|
|
|
|
|
|
[[tessellation-tessellator-spacing]]
|
|
== Tessellator Spacing
|
|
|
|
Each of the tessellation levels is used to determine the number and spacing
|
|
of segments used to subdivide a corresponding edge.
|
|
The method used to derive the number and spacing of segments is specified by
|
|
an code:OpExecutionMode in the tessellation control or tessellation
|
|
evaluation shader using one of the identifiers code:SpacingEqual,
|
|
code:SpacingFractionalEven, or code:SpacingFractionalOdd.
|
|
|
|
If code:SpacingEqual is used, the floating-point tessellation level is first
|
|
clamped to latexmath:[$[1,\mathit{maxLevel}\]$], where
|
|
latexmath:[$\mathit{maxLevel}$] is the implementation-dependent maximum
|
|
tessellation level
|
|
(sname:VkPhysicalDeviceLimits::pname:maxTessellationGenerationLevel).
|
|
The result is rounded up to the nearest integer latexmath:[$n$], and the
|
|
corresponding edge is divided into latexmath:[$n$] segments of equal length
|
|
in (u,v) space.
|
|
|
|
If code:SpacingFractionalEven is used, the tessellation level is first
|
|
clamped to latexmath:[$[2,\mathit{maxLevel}\]$] and then rounded up to the
|
|
nearest even integer latexmath:[$n$].
|
|
If code:SpacingFractionalOdd is used, the tessellation level is clamped to
|
|
latexmath:[$[1,\mathit{maxLevel}-1\]$] and then rounded up to the nearest
|
|
odd integer latexmath:[$n$].
|
|
If latexmath:[$n$] is one, the edge will not be subdivided.
|
|
Otherwise, the corresponding edge will be divided into latexmath:[$n-2$]
|
|
segments of equal length, and two additional segments of equal length that
|
|
are typically shorter than the other segments.
|
|
The length of the two additional segments relative to the others will
|
|
decrease monotonically with latexmath:[$n-f$], where latexmath:[$f$] is the
|
|
clamped floating-point tessellation level.
|
|
When latexmath:[$n-f$] is zero, the additional segments will have equal
|
|
length to the other segments.
|
|
As latexmath:[$n-f$] approaches 2.0, the relative length of the additional
|
|
segments approaches zero.
|
|
The two additional segments must: be placed symmetrically on opposite sides
|
|
of the subdivided edge.
|
|
The relative location of these two segments is implementation-dependent, but
|
|
must: be identical for any pair of subdivided edges with identical values of
|
|
latexmath:[$f$].
|
|
|
|
When the tessellator produces triangles (in the code:Triangles or code:Quads
|
|
modes), the orientation of all triangles is specified with an
|
|
code:OpExecutionMode of code:VertexOrderCw or code:VertexOrderCcw in the
|
|
tessellation control or tessellation evaluation shaders.
|
|
If the order is code:VertexOrderCw, the vertices of all generated triangles
|
|
will have clockwise ordering in (u,v) or (u,v,w) space.
|
|
If the order is code:VertexOrderCcw, the vertices will have
|
|
counter-clockwise ordering.
|
|
|
|
The vertices of a triangle have counter-clockwise ordering if
|
|
|
|
[latexmath]
|
|
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
|
|
\[
|
|
a = u_0 v_1 - u_1 v_0 + u_1 v_2 - u_2 v_1 + u_2 v_0 - u_0 v_2
|
|
\]
|
|
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
|
|
|
|
is positive, and clockwise ordering if latexmath:[$a$] is negative.
|
|
latexmath:[$u_i$] and latexmath:[$v_i$] are the latexmath:[$u$] and
|
|
latexmath:[$v$] coordinates in normalized parameter space of the
|
|
latexmath:[$i$]th vertex of the triangle.
|
|
|
|
[NOTE]
|
|
.Note
|
|
====
|
|
The value latexmath:[$a$] is proportional (with a positive factor) to the
|
|
signed area of the triangle.
|
|
|
|
In code:Triangles mode, even though the vertex coordinates have a
|
|
latexmath:[$w$] value, it does not participate directly in the computation
|
|
of latexmath:[$a$], being an affine combination of latexmath:[$u$] and
|
|
latexmath:[$v$].
|
|
====
|
|
|
|
For all primitive modes, the tessellator is capable of generating points
|
|
instead of lines or triangles.
|
|
If the tessellation control or tessellation evaluation shader specifies the
|
|
code:OpExecutionMode code:PointMode, the primitive generator will generate
|
|
one point for each distinct vertex produced by tessellation.
|
|
Otherwise, the tessellator will produce a collection of line segments or
|
|
triangles according to the primitive mode.
|
|
When tessellating triangles or quads in point mode with fractional odd
|
|
spacing, the tessellator may: produce _interior vertices_ that are
|
|
positioned on the edge of the patch if an inner tessellation level is less
|
|
than or equal to one.
|
|
Such vertices are considered distinct from vertices produced by subdividing
|
|
the outer edge of the patch, even if there are pairs of vertices with
|
|
identical coordinates.
|
|
|
|
The points, lines, or triangles produced by the tessellator are passed to
|
|
subsequent pipeline stages in an implementation-dependent order.
|
|
|
|
|
|
[[tessellation-triangle-tessellation]]
|
|
== Triangle Tessellation
|
|
|
|
If the tessellation primitive mode is code:Triangles, an equilateral
|
|
triangle is subdivided into a collection of triangles covering the area of
|
|
the original triangle.
|
|
First, the original triangle is subdivided into a collection of concentric
|
|
equilateral triangles.
|
|
The edges of each of these triangles are subdivided, and the area between
|
|
each triangle pair is filled by triangles produced by joining the vertices
|
|
on the subdivided edges.
|
|
The number of concentric triangles and the number of subdivisions along each
|
|
triangle except the outermost is derived from the first inner tessellation
|
|
level.
|
|
The edges of the outermost triangle are subdivided independently, using the
|
|
first, second, and third outer tessellation levels to control the number of
|
|
subdivisions of the latexmath:[$u=0$] (left), latexmath:[$v=0$] (bottom),
|
|
and latexmath:[$w=0$] (right) edges, respectively.
|
|
The second inner tessellation level and the fourth outer tessellation level
|
|
have no effect in this mode.
|
|
|
|
If the first inner tessellation level and all three outer tessellation
|
|
levels are exactly one after clamping and rounding, only a single triangle
|
|
with (u,v,w) coordinates of (0,0,1), (1,0,0), and (0,1,0) is generated.
|
|
If the inner tessellation level is one and any of the outer tessellation
|
|
levels is greater than one, the inner tessellation level is treated as
|
|
though it were originally specified as latexmath:[$1+\epsilon$] and will
|
|
result in a two- or three-segment subdivision depending on the tessellation
|
|
spacing.
|
|
When used with fractional odd spacing, the three-segment subdivision may:
|
|
produce _inner vertices_ positioned on the edge of the triangle.
|
|
|
|
If any tessellation level is greater than one, tessellation begins by
|
|
producing a set of concentric inner triangles and subdividing their edges.
|
|
First, the three outer edges are temporarily subdivided using the clamped
|
|
and rounded first inner tessellation level and the specified tessellation
|
|
spacing, generating latexmath:[$n$] segments.
|
|
For the outermost inner triangle, the inner triangle is degenerate -- a
|
|
single point at the center of the triangle -- if latexmath:[$n$] is two.
|
|
Otherwise, for each corner of the outer triangle, an inner triangle corner
|
|
is produced at the intersection of two lines extended perpendicular to the
|
|
corner's two adjacent edges running through the vertex of the subdivided
|
|
outer edge nearest that corner.
|
|
If latexmath:[$n$] is three, the edges of the inner triangle are not
|
|
subdivided and is the final triangle in the set of concentric triangles.
|
|
Otherwise, each edge of the inner triangle is divided into latexmath:[$n-2$]
|
|
segments, with the latexmath:[$n-1$] vertices of this subdivision produced
|
|
by intersecting the inner edge with lines perpendicular to the edge running
|
|
through the latexmath:[$n-1$] innermost vertices of the subdivision of the
|
|
outer edge.
|
|
Once the outermost inner triangle is subdivided, the previous subdivision
|
|
process repeats itself, using the generated triangle as an outer triangle.
|
|
This subdivision process is illustrated in <<img-innertri,Inner Triangle
|
|
Tessellation>>.
|
|
|
|
[[img-innertri]]
|
|
image::images/innertri.{svgpdf}[align="center",title="Inner Triangle Tessellation",{fullimagewidth}]
|
|
|
|
// TODO: Add caption:
|
|
// Inner triangle tessellation with inner tessellation
|
|
// levels of (a) five and (b) four, respectively (not to scale). Solid
|
|
// black circles depict vertices along the edges of the concentric
|
|
// triangles. The edges of inner triangles are subdivided by intersecting
|
|
// the edge with segments perpendicular to the edge passing through each
|
|
// inner vertex of the subdivided outer edge. Dotted lines depict edges
|
|
// connecting corresponding vertices on the inner and outer triangle
|
|
// edges.
|
|
|
|
Once all the concentric triangles are produced and their edges are
|
|
subdivided, the area between each pair of adjacent inner triangles is filled
|
|
completely with a set of non-overlapping triangles.
|
|
In this subdivision, two of the three vertices of each triangle are taken
|
|
from adjacent vertices on a subdivided edge of one triangle; the third is
|
|
one of the vertices on the corresponding edge of the other triangle.
|
|
If the innermost triangle is degenerate (i.e., a point), the triangle
|
|
containing it is subdivided into six triangles by connecting each of the six
|
|
vertices on that triangle with the center point.
|
|
If the innermost triangle is not degenerate, that triangle is added to the
|
|
set of generated triangles as-is.
|
|
|
|
After the area corresponding to any inner triangles is filled, the
|
|
tessellator generates triangles to cover the area between the outermost
|
|
triangle and the outermost inner triangle.
|
|
To do this, the temporary subdivision of the outer triangle edge above is
|
|
discarded.
|
|
Instead, the latexmath:[$u=0$], latexmath:[$v=0$], and latexmath:[$w=0$]
|
|
edges are subdivided according to the first, second, and third outer
|
|
tessellation levels, respectively, and the tessellation spacing.
|
|
The original subdivision of the first inner triangle is retained.
|
|
The area between the outer and first inner triangles is completely filled by
|
|
non-overlapping triangles as described above.
|
|
If the first (and only) inner triangle is degenerate, a set of triangles is
|
|
produced by connecting each vertex on the outer triangle edges with the
|
|
center point.
|
|
|
|
After all triangles are generated, each vertex in the subdivided triangle is
|
|
assigned a barycentric (u,v,w) coordinate based on its location relative to
|
|
the three vertices of the outer triangle.
|
|
|
|
The algorithm used to subdivide the triangular domain in (u,v,w) space into
|
|
individual triangles is implementation-dependent.
|
|
However, the set of triangles produced will completely cover the domain, and
|
|
no portion of the domain will be covered by multiple triangles.
|
|
The order in which the generated triangles passed to subsequent pipeline
|
|
stages and the order of the vertices in those triangles are both
|
|
implementation-dependent.
|
|
However, when depicted in a manner similar to <<img-innertri,Inner Triangle
|
|
Tessellation>>, the order of the vertices in the generated triangles will be
|
|
either all clockwise or all counter-clockwise, according to the vertex order
|
|
layout declaration.
|
|
|
|
|
|
[[tessellation-quad-tessellation]]
|
|
== Quad Tessellation
|
|
|
|
If the tessellation primitive mode is code:Quads, a rectangle is subdivided
|
|
into a collection of triangles covering the area of the original rectangle.
|
|
First, the original rectangle is subdivided into a regular mesh of
|
|
rectangles, where the number of rectangles along the latexmath:[$u=0$] and
|
|
latexmath:[$u=1$] (vertical) and latexmath:[$v=0$] and latexmath:[$v=1$]
|
|
(horizontal) edges are derived from the first and second inner tessellation
|
|
levels, respectively.
|
|
All rectangles, except those adjacent to one of the outer rectangle edges,
|
|
are decomposed into triangle pairs.
|
|
The outermost rectangle edges are subdivided independently, using the first,
|
|
second, third, and fourth outer tessellation levels to control the number of
|
|
subdivisions of the latexmath:[$u=0$] (left), latexmath:[$v=0$] (bottom),
|
|
latexmath:[$u=1$] (right), and latexmath:[$v=1$] (top) edges, respectively.
|
|
The area between the inner rectangles of the mesh and the outer rectangle
|
|
edges are filled by triangles produced by joining the vertices on the
|
|
subdivided outer edges to the vertices on the edge of the inner rectangle
|
|
mesh.
|
|
|
|
If both clamped inner tessellation levels and all four clamped outer
|
|
tessellation levels are exactly one, only a single triangle pair covering
|
|
the outer rectangle is generated.
|
|
Otherwise, if either clamped inner tessellation level is one, that
|
|
tessellation level is treated as though it were originally specified as
|
|
latexmath:[$1+\epsilon$] and will result in a two- or three-segment
|
|
subdivision depending on the tessellation spacing.
|
|
When used with fractional odd spacing, the three-segment subdivision may:
|
|
produce _inner vertices_ positioned on the edge of the rectangle.
|
|
|
|
If any tessellation level is greater than one, tessellation begins by
|
|
subdividing the latexmath:[$u=0$] and latexmath:[$u=1$] edges of the outer
|
|
rectangle into latexmath:[$m$] segments using the clamped and rounded first
|
|
inner tessellation level and the tessellation spacing.
|
|
The latexmath:[$v=0$] and latexmath:[$v=1$] edges are subdivided into
|
|
latexmath:[$n$] segments using the second inner tessellation level.
|
|
Each vertex on the latexmath:[$u=0$] and latexmath:[$v=0$] edges are joined
|
|
with the corresponding vertex on the latexmath:[$u=1$] and latexmath:[$v=1$]
|
|
edges to produce a set of vertical and horizontal lines that divide the
|
|
rectangle into a grid of smaller rectangles.
|
|
The primitive generator emits a pair of non-overlapping triangles covering
|
|
each such rectangle not adjacent to an edge of the outer rectangle.
|
|
The boundary of the region covered by these triangles forms an inner
|
|
rectangle, the edges of which are subdivided by the grid vertices that lie
|
|
on the edge.
|
|
If either latexmath:[$m$] or latexmath:[$n$] is two, the inner rectangle is
|
|
degenerate, and one or both of the rectangle's _edges_ consist of a single
|
|
point.
|
|
This subdivision is illustrated in Figure <<img-innerquad,Inner Quad
|
|
Tessellation>>.
|
|
|
|
[[img-innerquad]]
|
|
image::images/innerquad.{svgpdf}[align="center",title="Inner Quad Tessellation",{fullimagewidth}]
|
|
|
|
// TODO: Add caption:
|
|
// Inner quad tessellation with inner tessellation
|
|
// levels of
|
|
// (a) $(4,2)$ and (b) $(7,4)$, respectively. Gray regions on the
|
|
// bottom figure
|
|
// depict the 10 inner rectangles, each of which will be subdivided
|
|
// into two triangles.
|
|
// Solid black circles depict vertices on the boundary of the outer and
|
|
// inner rectangles,
|
|
// where the inner rectangle on the top figure
|
|
// is degenerate (a single line segment). Dotted lines depict the
|
|
// horizontal and vertical edges connecting corresponding
|
|
// vertices on the inner and outer rectangle edges.
|
|
|
|
After the area corresponding to the inner rectangle is filled, the
|
|
tessellator must: produce triangles to cover the area between the inner and
|
|
outer rectangles.
|
|
To do this, the subdivision of the outer rectangle edge above is discarded.
|
|
Instead, the latexmath:[$u=0$], latexmath:[$v=0$], latexmath:[$u=1$], and
|
|
latexmath:[$v=1$] edges are subdivided according to the first, second,
|
|
third, and fourth outer tessellation levels, respectively, and the
|
|
tessellation spacing.
|
|
The original subdivision of the inner rectangle is retained.
|
|
The area between the outer and inner rectangles is completely filled by
|
|
non-overlapping triangles.
|
|
Two of the three vertices of each triangle are adjacent vertices on a
|
|
subdivided edge of one rectangle; the third is one of the vertices on the
|
|
corresponding edge of the other triangle.
|
|
If either edge of the innermost rectangle is degenerate, the area near the
|
|
corresponding outer edges is filled by connecting each vertex on the outer
|
|
edge with the single vertex making up the _inner edge_.
|
|
|
|
The algorithm used to subdivide the rectangular domain in (u,v) space into
|
|
individual triangles is implementation-dependent.
|
|
However, the set of triangles produced will completely cover the domain, and
|
|
no portion of the domain will be covered by multiple triangles.
|
|
The order in which the generated triangles passed to subsequent pipeline
|
|
stages and the order of the vertices in those triangles are both
|
|
implementation-dependent.
|
|
However, when depicted in a manner similar to <<img-innerquad,Inner Quad
|
|
Tessellation>>, the order of the vertices in the generated triangles will be
|
|
either all clockwise or all counter-clockwise, according to the vertex order
|
|
layout declaration.
|
|
|
|
|
|
[[tessellation-isoline-tessellation]]
|
|
== Isoline Tessellation
|
|
|
|
If the tessellation primitive mode is code:IsoLines, a set of independent
|
|
horizontal line segments is drawn.
|
|
The segments are arranged into connected strips called _isolines_, where the
|
|
vertices of each isoline have a constant v coordinate and u coordinates
|
|
covering the full range [0,1].
|
|
The number of isolines generated is derived from the first outer
|
|
tessellation level; the number of segments in each isoline is derived from
|
|
the second outer tessellation level.
|
|
Both inner tessellation levels and the third and fourth outer tessellation
|
|
levels have no effect in this mode.
|
|
|
|
As with quad tessellation above, isoline tessellation begins with a
|
|
rectangle.
|
|
The latexmath:[$u=0$] and latexmath:[$u=1$] edges of the rectangle are
|
|
subdivided according to the first outer tessellation level.
|
|
For the purposes of this subdivision, the tessellation spacing mode is
|
|
ignored and treated as equal_spacing.
|
|
An isoline is drawn connecting each vertex on the latexmath:[$u=0$]
|
|
rectangle edge to the corresponding vertex on the latexmath:[$u=1$]
|
|
rectangle edge, except that no line is drawn between (0,1) and (1,1).
|
|
If the number of isolines on the subdivided latexmath:[$u=0$] and
|
|
latexmath:[$u=1$] edges is latexmath:[$n$], this process will result in
|
|
latexmath:[$n$] equally spaced lines with constant v coordinates of 0,
|
|
latexmath:[$\frac{1}{n}, \frac{2}{n}, \ldots, \frac{n-1}{n}$].
|
|
|
|
Each of the latexmath:[$n$] isolines is then subdivided according to the
|
|
second outer tessellation level and the tessellation spacing, resulting in
|
|
latexmath:[$m$] line segments.
|
|
Each segment of each line is emitted by the tessellator.
|
|
|
|
The order in which the generated line segments are passed to subsequent
|
|
pipeline stages and the order of the vertices in each generated line segment
|
|
are both implementation-dependent.
|
|
|
|
|
|
== Tessellation Pipeline State
|
|
|
|
The pname:pTessellationState member of slink:VkGraphicsPipelineCreateInfo
|
|
points to a structure of type sname:VkPipelineTessellationStateCreateInfo.
|
|
|
|
// refBegin VkPipelineTessellationStateCreateInfo Structure specifying parameters of a newly created pipeline tessellation state
|
|
|
|
The sname:VkPipelineTessellationStateCreateInfo structure is defined as:
|
|
|
|
include::../api/structs/VkPipelineTessellationStateCreateInfo.txt[]
|
|
|
|
* pname:sType is the type of this structure.
|
|
* pname:pNext is `NULL` or a pointer to an extension-specific structure.
|
|
* pname:flags is reserved for future use.
|
|
* pname:patchControlPoints number of control points per patch.
|
|
|
|
include::../validity/structs/VkPipelineTessellationStateCreateInfo.txt[]
|