Closed Lerg closed 10 months ago
TBH, after quickly skimming over the GL wiki (https://www.khronos.org/opengl/wiki/Tessellation), you're probably better off not using sokol-gfx at all, since it's not just a new shader stage, but also a new primitive type (GL_PATCHES) and this requires pretty deep cuts into the shader, pipeline and draw code (so almost everything).
Normally one can get pretty far with custom requirements by mixing OpenGL calls with sokol-gfx calls, but in this case that might not be worth it because you'd need to re-implement too big parts of the sokol-gfx GL backend.
Also, don't count on tesselation support ever making it into sokol-gfx, at least not until WebGPU has figured out a way to abstract this over the various backend APIs (and then it's still an open question whether this programming model can be wrapped over D3D11 and desktop GL too): https://github.com/gpuweb/gpuweb/issues/445
@floooh thank you for your insight! Other time then.
I found myself in need of terrain rendering optimization and want to use a tessellation shader to reduce the number of rendered triangles.
What would be the best way for me to add support for it?