Graphics Reference
In-Depth Information
6.7.3 Tessellation Functions
These functions can be used in a hull shader to generate corrected tessellation factors for a
patch. A listing of all tessellation intrinsics can be found in Table 6.8
Intrinsic
Description
Computes tessellation factors for a 2D quad patch using the
average of the edge tessellation factors
Process2DQuadTessFactorsAvg
Computes tessellation factors for a 2D quad patch using the
maximum of the edge tessellation factors
Process2DQuadTessFactorsMax
Computes tessellation factors for a 2D quad patch using the
minimum of the edge tessellation factors
Process2DQuadTessFactorsMin
ProcessIsolineTessFactors
Computes rounded tessellation factors for an isoline
Computes tessellation factors for a quad patch using the
average of the edge tessellation factors
ProcessQuadTessFactorsAvg
Computes tessellation factors for a quad patch using the
maximum of the edge tessellation factors
ProcessQuadTessFactorsMax
Computes tessellation factors for a quad patch using the
minimum of the edge tessellation factors
ProcessQuadTessFactorsMin
Computes tessellation factors for a triangle patch using the
average of the edge tessellation factors
ProcessTriTessFactorsAvg
Computes tessellation factors for a triangle patch using the
maximum of the edge tessellation factors
ProcessTriTessFactorsMax
Computes tessellation factors for a triangle patch using the
minimum of the edge tessellation factors
ProcessTriTessFactorsMin
Table 6.8. Tessellation intrinsics.
6.7.4 Pixel Shader Functions
Several intrinsics are specific to pixel shader programs. These intrinsics are listed in Table 6.9.
Intrinsic
Description
Discards the pixel shader result if the specified value is less
than 0. Can be used to implement clipping planes.
clip
Returns the partial derivative of a value with respect to the
screen space X-coordinate of the pixel being shaded.
ddx
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