[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.
This commit is contained in:
BZLZHH
2026-08-04 20:03:24 -04:00
parent 6ea7ccdf64
commit cb2ba71feb
5 changed files with 28 additions and 0 deletions
@@ -38,6 +38,10 @@ namespace MobileGL {
return VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST_WITH_ADJACENCY;
case GL_TRIANGLE_STRIP_ADJACENCY:
return VK_PRIMITIVE_TOPOLOGY_TRIANGLE_STRIP_WITH_ADJACENCY;
case GL_PATCHES:
// The tessellator decides what a patch becomes; its vertex count is pipeline
// state (patchControlPoints), not part of the topology.
return VK_PRIMITIVE_TOPOLOGY_PATCH_LIST;
default:
MGLOG_W("Unrecognized primitive topology");
return VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST;
+12
View File
@@ -1431,6 +1431,18 @@ namespace MobileGL::MG_Util::SelfTest {
"hard-fails at draw");
}
// Core 1.0 features the backend turns GL stages into pipeline stages with.
VkPhysicalDeviceFeatures coreFeatures{};
vkGetPhysicalDeviceFeatures(physicalDevice, &coreFeatures);
if (coreFeatures.tessellationShader == VK_TRUE) {
builder.Pass("tessellationShader",
"supported (GL_PATCHES draws run the tessellation control/evaluation stages)");
} else {
builder.Warn("tessellationShader",
"unsupported; a program with a tessellation control/evaluation shader cannot build a "
"pipeline, so GL_PATCHES draws render nothing");
}
Bool vertexAttributeInstanceRateDivisor = false;
if (vkGetPhysicalDeviceFeatures2Fn != nullptr &&
HasVkExtension(deviceExtensions, VK_EXT_VERTEX_ATTRIBUTE_DIVISOR_EXTENSION_NAME)) {