search for: pipe_shader_tessellation_control

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