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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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@@ -38,6 +38,10 @@ namespace MobileGL {
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return VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST_WITH_ADJACENCY;
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case GL_TRIANGLE_STRIP_ADJACENCY:
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return VK_PRIMITIVE_TOPOLOGY_TRIANGLE_STRIP_WITH_ADJACENCY;
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case GL_PATCHES:
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// The tessellator decides what a patch becomes; its vertex count is pipeline
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// state (patchControlPoints), not part of the topology.
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return VK_PRIMITIVE_TOPOLOGY_PATCH_LIST;
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default:
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MGLOG_W("Unrecognized primitive topology");
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return VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST;
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