Searched refs:tessellation (Results 1 - 25 of 73) sorted by relevance

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/xsrc/external/mit/MesaLib.old/dist/src/compiler/
H A Dshader_info.h71 bool tessellation; member in struct:spirv_supported_capabilities
/xsrc/external/mit/MesaLib.old/dist/src/gallium/docs/source/drivers/openswr/
H A Dknobs.rst65 Maximum primitives in a single Draw() with tessellation enabled. Larger primitives are split into smaller Draw calls. Should be a multiple of (vectorWidth).
69 (DEBUG) Maximum tessellation factor for fractional-odd partitioning.
73 (DEBUG) Maximum tessellation factor for fractional-even partitioning.
77 (DEBUG) Maximum tessellation factor for integer partitioning.
/xsrc/external/mit/MesaLib/dist/docs/drivers/openswr/
H A Dknobs.rst65 Maximum primitives in a single Draw() with tessellation enabled. Larger primitives are split into smaller Draw calls. Should be a multiple of (vectorWidth).
69 (DEBUG) Maximum tessellation factor for fractional-odd partitioning.
73 (DEBUG) Maximum tessellation factor for fractional-even partitioning.
77 (DEBUG) Maximum tessellation factor for integer partitioning.
/xsrc/external/mit/MesaLib/dist/docs/relnotes/
H A D17.1.1.rst119 - radeonsi: fix primitive ID in fragment shader when using tessellation
120 - radeonsi: fix gl_PrimitiveID in tessellation with instanced draws on
123 tessellation
H A D17.1.8.rst78 - radeonsi/gfx9: add a temporary workaround for a tessellation driver
H A D12.0.5.rst83 - radeonsi: fix gl_PatchVerticesIn for tessellation evaluation shader
H A D17.1.3.rst95 - radeonsi: fix a GPU hang with tessellation on 2-CU configs
H A D13.0.3.rst109 - radeonsi: apply a tessellation bug workaround for SI
H A D17.0.6.rst127 - radeonsi: fix gl_PrimitiveID in tessellation with instanced draws on
H A D17.2.3.rst137 - radeonsi: deduce rast_prim correctly for tessellation point mode
H A D18.1.9.rst37 - [DXVK] Batman: Arkham City with tessellation enabled hangs on SKL
H A D18.3.3.rst133 tessellation
H A D19.2.2.rst107 - iris: Implement the Gen < 9 tessellation quads workaround
H A D19.3.5.rst135 - mesa: fix immediate mode with tessellation and varying patch vertices
H A D20.0.1.rst131 - mesa: fix immediate mode with tessellation and varying patch vertices
H A D20.1.9.rst38 - \[RADV\] Problems reading primitive ID in fragment shader after tessellation
H A D21.1.5.rst68 - draw: fix tessellation output vertex size calculation
/xsrc/external/mit/MesaLib/dist/src/gallium/drivers/freedreno/ir3/
H A Dir3_gallium.c188 .tessellation = IR3_TESS_NONE,
195 key.tessellation = ir3_tess_mode(nir->info.tess.primitive_mode);
205 key.tessellation = IR3_TESS_TRIANGLES;
207 key.tessellation = IR3_TESS_ISOLINES;
/xsrc/external/mit/glu/dist/src/libnurbs/internals/
H A Dsubdivider.h143 void tessellation( Bin&, Patchlist& );
180 /*in domain distance method, the tessellation is controled by two numbers:
/xsrc/external/mit/MesaLib/dist/src/compiler/
H A Dshader_info.h100 bool tessellation; member in struct:spirv_supported_capabilities
/xsrc/external/mit/MesaLib/dist/src/freedreno/ir3/
H A Dir3_nir.c638 if (so->key.has_gs || so->key.tessellation) {
642 so->key.tessellation);
646 NIR_PASS_V(s, ir3_nir_lower_tess_ctrl, so, so->key.tessellation);
651 NIR_PASS_V(s, ir3_nir_lower_tess_eval, so, so->key.tessellation);
654 so->key.tessellation);
H A Dir3_shader.h292 /* Indicates that this is a tessellation pipeline which requires a
294 * tessellation, this field also tells us which kind of output
301 unsigned tessellation : 2; member in struct:ir3_shader_key::__anon448bd35c030a::__anon448bd35c0408
712 if (key->tessellation || key->has_gs)
/xsrc/external/mit/MesaLib/dist/src/gallium/drivers/freedreno/
H A Dfreedreno_batch.h97 bool tessellation : 1; /* tessellation used in batch */ member in struct:fd_batch
259 /* Buffer for tessellation engine input
/xsrc/external/mit/MesaLib/dist/docs/
H A Denvvars.rst326 dump shader assembly for tessellation control shaders
328 dump shader assembly for tessellation evaluation shaders
790 Print tessellation control shaders
792 Print tessellation evaluation shaders
806 Use Wave32 for vertex, tessellation, and geometry shaders.
812 Use Wave64 for vertex, tessellation, and geometry shaders.
893 Print tessellation control shaders
895 Print tessellation evaluation shaders
/xsrc/external/mit/MesaLib/dist/src/gallium/drivers/freedreno/a6xx/
H A Dfd6_draw.c179 emit.key.key.tessellation = ir3_tess_mode(ds_info->tess.primitive_mode);
295 ctx->batch->tessellation = true;

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