OpenGL.GL.NV.tessellation_program5
OpenGL extension NV.tessellation_program5
This module customises the behaviour of the
OpenGL.raw.GL.NV.tessellation_program5 to provide a more
Python-friendly API
Overview (from the spec)
This extension, in conjunction with the ARB_tessellation_shader extension,
introduces a new tessellation stage to the OpenGL primitive processing
pipeline. The ARB_tessellation_shader extension provides programmable
shading functionality using the OpenGL Shading Language as its base; this
extension provides assembly programmable shaders building on the family of
assembly programmability extensions including ARB_vertex_program,
ARB_fragment_program, NV_gpu_program4, and NV_geometry_program4.
This extension adds a new basic primitive type, called a patch, which
consists of an array of vertices plus some associated per-patch state. It
also adds two new assembly program types: a tessellation control program
that transforms a patch into a new patch and a tessellation evaluation
program that computes the position and attributes of each vertex produced
by the tesselator.
When tessellation is active, it begins by running the optional
tessellation control program, if enabled. This program consumes a
variable-size input patch and produces a new fixed-size output patch. The
output patch consists of an array of vertices, and a set of per-patch
attributes. The per-patch attributes include tessellation levels that
control how finely the patch will be tessellated. For each patch
processed, multiple tessellation control program invocations are performed
-- one per output patch vertex. Each tessellation control program
invocation writes all the attributes of its corresponding output patch
vertex. A tessellation control program may also read the per-vertex
outputs of other tessellation control program invocations, as well as read
and write shared per-patch outputs. The tessellation control program
invocations for a single patch effectively run as a group. The GL
automatically synchronizes threads to ensure that when executing a given
instruction, all previous instructions have completed for all program
invocations in the group.
The tessellation primitive generator then decomposes a patch into a new
set of primitives using the tessellation levels to determine how finely
tessellated the output should be. The primitive generator begins with
either a triangle or a quad, and splits each outer edge of the primitive
into a number of segments approximately equal to the corresponding element
of the outer tessellation level array. The interior of the primitive is
tessellated according to elements of the inner tessellation level array.
The primitive generator has three modes: TRIANGLES and QUADS split a
triangular or quad-shaped patch into a set of triangles that cover the
original patch; ISOLINES_NV splits a quad-shaped patch into a set of line
strips spanning the patch. Each vertex generated by the tessellation
primitive generator is assigned a (u,v) or (u,v,w) coordinate indicating
its relative location in the subdivided triangle or quad.
For each vertex produced by the tessellation primitive generator, the
tessellation evaluation program is run to compute its position and other
attributes of the vertex, using its (u,v) or (u,v,w) coordinate. When
computing the final vertex attributes, the tessellation evaluation program
can also read the attributes of any of the vertices of the patch written
by the tessellation control program. Tessellation evaluation program
invocations are completely independent, although all invocations for a
single patch share the same collection of input vertices and per-patch
attributes.
The tessellator operates on vertices after they have been transformed by a
vertex program or fixed-function vertex processing. The primitives
generated by the tessellator are passed further down the OpenGL pipeline,
where they can be used as inputs to geometry programs, transform feedback,
and the rasterizer.
The tessellation control and evaluation programs are both optional. If
neither program type is present, the tessellation stage has no effect. If
no tessellation control program is present, the input patch provided by
the application is passed directly to the tessellation primitive
generator, and a set of fixed tessellation level parameters (specified via
the PatchParameterfv function) is used to control primitive generation.
If no tessellation evaluation program is present, the output patch
produced by the tessellation control program is passed as a patch to
subsequent pipeline stages, where it can be consumed by geometry programs,
transform feedback, or the rasterizer.
The official definition of this extension is available here:
http://www.opengl.org/registry/specs/NV/tessellation_program5.txt
Functions
Constants
GL_MAX_PROGRAM_PATCH_ATTRIBS_NV (34520)
GL_TESS_CONTROL_PROGRAM_NV (35102)
GL_TESS_CONTROL_PROGRAM_PARAMETER_BUFFER_NV (35956)
GL_TESS_EVALUATION_PROGRAM_NV (35103)
GL_TESS_EVALUATION_PROGRAM_PARAMETER_BUFFER_NV (35957)