[PATCH 1/2] wined3d: Add patch primitives.

Henri Verbeet hverbeet at gmail.com
Mon Feb 6 06:54:36 CST 2017


On 3 February 2017 at 20:02, Guillaume Charifi <guillaume.charifi at sfr.fr> wrote:
> Le 03/02/2017 à 14:30, Henri Verbeet a écrit :
>> I'm not sure this really makes sense in wined3d, in OpenGL the
>> primitive type and control point count are separate.
>>
>
> Yes, it's true, but it must be declared somewhere, and the corresponding
> union in D3D11 is D3D11_PRIMITIVE_TOPOLOGY, that
> contains them all together.
> Moreover I get GL_PATCHES out of them in gl_primitive_type_from_d3d(),
> to draw with tessellation shaders.
It depends somewhat on how it's all going to fit together in the end,
but I'm inclined to say the control point count should just be a
separate parameter to wined3d_device_set_primitive_type().



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