From 1e07787142284dcf3d67463187367d92f05f6246 Mon Sep 17 00:00:00 2001 From: Ben Fletcher Date: Fri, 28 Jan 2022 10:06:01 -0800 Subject: rhi: Fix tessellation support for OpenGL Added shader stage mapping for tessellation stages. Manual test rhi/tessellation now works for OpenGL. Change-Id: I7906b21e9d6e20883f17729f077dba57aa29f4fd Reviewed-by: Laszlo Agocs --- src/gui/rhi/qrhi.cpp | 14 +++++++------- 1 file changed, 7 insertions(+), 7 deletions(-) (limited to 'src/gui/rhi/qrhi.cpp') diff --git a/src/gui/rhi/qrhi.cpp b/src/gui/rhi/qrhi.cpp index 8196d107fe..f583160f3c 100644 --- a/src/gui/rhi/qrhi.cpp +++ b/src/gui/rhi/qrhi.cpp @@ -704,13 +704,13 @@ Q_LOGGING_CATEGORY(QRHI_LOG_INFO, "qt.rhi.general") \l{QRhiGraphicsPipeline::setPatchControlPointCount()}{setPatchControlPointCount()}, and shaders for tessellation control and evaluation can be specified in the QRhiShaderStage list. \b{Tessellation is considered an experimental feature - in QRhi and can only be expected to be supported with Vulkan for the time - being}, assuming the Vulkan implementation reports it as supported at run - time. Tessellation shaders have portability issues between APIs (for - example, translating GLSL/SPIR-V to HLSL is problematic due to the way hull - shaders are structured, whereas Metal uses a somewhat different - tessellation pipeline than others), and therefore no guarantees can be - given for a universal solution for now. + in QRhi and can only be expected to be supported with Vulkan, OpenGL and + OpenGL ES for the time being}, assuming the implementation reports it as + supported at run time. Tessellation shaders have portability issues between + APIs (for example, translating GLSL/SPIR-V to HLSL is problematic due to + the way hull shaders are structured, whereas Metal uses a somewhat + different tessellation pipeline than others), and therefore no guarantees + can be given for a universal solution for now. */ /*! -- cgit v1.2.3