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[Feat] (DirectVulkan): run the tessellation stages
The backend already turned a tessellation control/evaluation shader into the right VkShaderStage, but nothing downstream knew what to do with it: GL_PATCHES had no topology, so it fell through to the triangle-list default, and the pipeline carried no tessellation state at all. A GL_PATCHES draw therefore ran the vertex and fragment stages over raw triangles. Map GL_PATCHES to VK_PRIMITIVE_TOPOLOGY_PATCH_LIST, carry GL_PATCH_VERTICES into the pipeline as patchControlPoints (part of the key, since two patch sizes are two pipelines), attach VkPipelineTessellationStateCreateInfo for a patch topology only, and enable the tessellationShader device feature. POST reports the feature, because without it a program with a tessellation stage cannot build a pipeline at all and GL_PATCHES draws render nothing.
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@@ -30,6 +30,8 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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Uint32 subpass = 0;
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VkPrimitiveTopology topology = VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST;
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Bool primitiveRestartEnable = false;
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// GL_PATCH_VERTICES; only read for a PATCH_LIST topology.
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Uint32 patchControlPoints = 3;
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VkPolygonMode polygonMode = VK_POLYGON_MODE_FILL;
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VkCullModeFlags cullMode = VK_CULL_MODE_BACK_BIT;
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VkFrontFace frontFace = VK_FRONT_FACE_CLOCKWISE;
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