Displaying 2 results from an estimated 2 matches for "pipe_shader_tessellation_control".
2015 May 18
2
[PATCH] nvc0: fix context destruction for partly implemented tesselation
...m/drivers/nouveau/nvc0/nvc0_context.h
index 09d08e4..f910541 100644
--- a/src/gallium/drivers/nouveau/nvc0/nvc0_context.h
+++ b/src/gallium/drivers/nouveau/nvc0/nvc0_context.h
@@ -195,8 +195,8 @@ nvc0_shader_stage(unsigned pipe)
{
switch (pipe) {
case PIPE_SHADER_VERTEX: return 0;
-/* case PIPE_SHADER_TESSELLATION_CONTROL: return 1; */
-/* case PIPE_SHADER_TESSELLATION_EVALUATION: return 2; */
+ case PIPE_SHADER_TESS_CTRL: return 1;
+ case PIPE_SHADER_TESS_EVAL: return 2;
case PIPE_SHADER_GEOMETRY: return 3;
case PIPE_SHADER_FRAGMENT: return 4;
case PIPE_SHADER_COMPUTE: return 5;
--
2.4.1
2015 May 17
14
[PATCH 00/12] Tessellation support for nvc0
This is enough to enable tessellation support on nvc0. It seems to
work a lot better on my GF108 than GK208. I suspect that there's some
sort of scheduling shenanigans that need to be adjusted for
kepler+. Or perhaps some shader header things.
Even with the GF108, I still get occasional blue triangles in Heaven,
but I get a *ton* of them on the GK208 -- seemingly the same issue,
but it's