Implement tessellation shaders for D3D11

This commit is contained in:
Jack Andersen
2018-06-07 14:42:43 -10:00
parent 4a19ac1e83
commit 2a45cf90d8
4 changed files with 229 additions and 146 deletions

View File

@@ -36,6 +36,17 @@ public:
BlendFactor srcFac, BlendFactor dstFac, Primitive prim,
ZTest depthTest, bool depthWrite, bool colorWrite,
bool alphaWrite, CullMode culling, bool overwriteAlpha=true)=0;
virtual boo::ObjToken<IShaderPipeline>
newTessellationShaderPipeline(
const char* vertSource, const char* fragSource,
const char* controlSource, const char* evaluationSource,
ComPtr<ID3DBlob>* vertBlobOut, ComPtr<ID3DBlob>* fragBlobOut,
ComPtr<ID3DBlob>* controlBlobOut, ComPtr<ID3DBlob>* evaluationBlobOut,
ComPtr<ID3DBlob>* pipelineBlob,
const boo::ObjToken<IVertexFormat>& vtxFmt,
BlendFactor srcFac, BlendFactor dstFac, uint32_t patchSize,
ZTest depthTest, bool depthWrite, bool colorWrite,
bool alphaWrite, CullMode culling, bool overwriteAlpha=true)=0;
};
};