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UUSL Tessellation

Since UUSL supports tessellation, there are additional functions, semantics and parameters for tessellation shaders.

Tessellation requires new shader types: hull (also known as control) shader and evaluation (also known as domain). Hull shaders have a *.hull extension, evaluation shaders have a *.eval extension.

The essential thing of the tessellation is SET_QUAD_DOMAIN define. It defines the type of tessellator input: if you use it the tessellator will have quads input, otherwise triangles.

Prior Knowledge
This article assumes you have prior knowledge of the tessellation. Also, read the following topics before proceeding:

Tessellation Attributes#

You should specify the tessellation attributes in both tessellation shaders (hull and evaluation). These attributes defines the type of patches, and primitive topologies.

Domain Patch Type#

If you have used the SET_QUAD_DOMAIN define, the engine will use the quad patches:

OpenGL
#define DOMAIN_PATCH quads
Direct3D
#define DOMAIN_PATCH [domain("quad")]
#define DOMAIN_PATCH_VERTICES 4

Otherwise, the engine will use triangle patches:

OpenGL
#define DOMAIN_PATCH triangles
Direct3D
#define DOMAIN_PATCH [domain("tri")]
#define DOMAIN_PATCH_VERTICES 3

Partitioning Scheme#

Partitioning scheme of the tessellator is defined by the SET_PARTITIONING function:

SET_PARTITIONING ( value VALUE ) #

Specifies the partitioning scheme the tessellator should use for dividing patches.

Arguments

  • value VALUE - The partitioning attribute. The value can be one of the following:
    • PARTITIONING_FRAC_ODD - the tessellation factor is rounded to the next odd integer within the [min;max] range.

      Equivalents

      OpenGL
      fractional_odd_spacing
      Direct3D
      [partitioning("fractional_odd")]
    • PARTITIONING_FRAC_EVEN - the tessellation factor is rounded to the next even integer within the [min;max] range.

      Equivalents

      OpenGL
      fractional_even_spacing
      Direct3D
      [partitioning("fractional_even")]
    • PARTITIONING_POW2 - the tessellation is rounded to the next greatest power of 2, yielding the effective range [1, 2, 4, 8, 16, 32, 64].

      Equivalents

      Direct3D
      [partitioning("pow2")]
    • PARTITIONING_INTEGER - the tessellation factor is always rounded up to the nearest integral value, in the range within the [min;max] range.

      Equivalents

      Direct3D
      [partitioning("Integer")]

tessellation Output Primitive Type#

SET_TOPOLOGY_PRIMITIVE ( value VALUE ) #

Defines the output primitive type for the tessellator.

Arguments

  • value VALUE - The output primitive type attribute. The value can be one of the following:
    • TRIANGLE_CW means clockwise-wound triangles (vertices rotate clockwise around the triangle's center).

      Equivalents

      OpenGL
      cw
      Direct3D
      [outputtopology("triangle_cw")]
    • TRIANGLE_CCW triangle_cw means counter-clockwise-wound triangles (vertices rotate counter-clockwise around the triangle's center).

      Equivalents

      OpenGL
      ccw
      Direct3D
      [outputtopology("triangle_ccw")]

tessellation Semantics#

Redefined UUSL semantics allows you to create unified input\output shader structures for both graphics APIs.

Hull (Control) Shader Semantics#

Initialization semantics for hull (control) shader:

UUSL OpenGL Direct3D Description
INIT_CONTROL_IN(TYPE,NUM) in TYPE s_texcoord_ ## NUM ## []; TYPE data_ ## NUM : TEXCOORD ## NUM; Adds (initializes) a control (hull) shader input semantic.
INIT_CONTROL_OUT out TYPE s_tess_texcoord_ ## NUM ## []; TYPE data_ ## NUM : TEXCOORD ## NUM; Adds (initializes) a control shader output data semantic.

Here is a usage example of hull shader input and output structure:

UUSL
STRUCT(CONTROL_IN)
	INIT_POSITION
	INIT_CONTROL_IN(float4,0)
	INIT_CONTROL_IN(float3,1)
END

STRUCT(CONTROL_OUT)
	INIT_POSITION
	INIT_CONTROL_OUT(float4,0)
END

// end of structures

Use the following pre-defined variables to use the input\output control shader semantics:

UUSL OpenGL Direct3D Description
OUT_PATCH_EDGE(INDEX) edges[INDEX] output.edges[INDEX] Defines the tessellation amount on each edge of a patch.
OUT_CONTROL_DATA(NUM) s_tess_texcoord_ ## NUM ## [gl_InvocationID] output.data_ ## NUM An output texture coordinates variable.
IN_CONTROL_DATA(NUM,ID) s_texcoord_ ## NUM ## [ ## ID ## ] input[ ## ID ## ].data_ ## NUM An input texture coordinates variable.
OUT_CONTROL_POSITION gl_out[gl_InvocationID].gl_Position output.position An output position system-value variable.
IN_CONTROL_POSITION(ID) gl_in[ ## ID ## ].gl_Position input[ ## ID ## ].position An input position variable.
CONTROL_POINT_ID gl_InvocationID --- Contains the coordinate of the vertex within the current patch.

If you have used the SET_QUAD_DOMAIN define, you should specify the index for this output semantic:

UUSL OpenGL Direct3D Description
OUT_PATCH_INSIDE(INDEX) inside[INDEX] output.inside[INDEX] Defines the tessellation amount within a patch surface.
OUT_PATCH_INSIDE inside output.inside Defines the tessellation amount within a patch surface.

Evaluation (Domain) Shader Semantics#

Initialization semantics:

UUSL OpenGL Direct3D Description
INIT_EVALUATE_IN(TYPE,NUM) in TYPE s_tess_texcoord_ ## NUM ## []; TYPE data_ ## NUM : TEXCOORD ## NUM; Adds an input data semantic.
INIT_EVALUATE_OUT(TYPE,NUM) out TYPE s_texcoord_ ## NUM; TYPE data_ ## NUM : TEXCOORD ## NUM; Adds an output data semantic.

Here is a usage example of evaluation shader input and output structure:

UUSL
STRUCT(EVALUATE_IN)
	INIT_POSITION
	INIT_EVALUATE_IN(float4,0)
END

STRUCT(EVALUATE_OUT)
	INIT_POSITION
	INIT_EVALUATE_OUT(float2,0)
	INIT_EVALUATE_OUT(float3,1)
	INIT_EVALUATE_OUT(float3,2)
	INIT_EVALUATE_OUT(float3,3)
	INIT_EVALUATE_OUT(float,4)
	
	INIT_CUSTOM_DEPTH_VERTEX_OUT
	
END

// end of structures

Use the following pre-defined variables to use the input\output control shader semantics:

UUSL OpenGL Direct3D Description
OUT_EVALUATE_DATA(NUM) s_texcoord_ ## NUM output.data_ ## NUM An output texture coordinates variable.
IN_EVALUATE_PATCH_DATA(NUM,ID) s_tess_texcoord_ ## NUM ## [ ## ID ## ] input[ ## ID ## ].data_ ## NUM An input patch data semantic.
OUT_EVALUATE_POSITION(NUM,ID) gl_Position output.position An output position system-value variable.
IN_EVALUATE_PATCH_POSITION(ID) gl_in[ ## ID ## ].gl_Position input[ ## ID ## ].position An input patch data position semantic value.
DOMAIN_LOCATION gl_TessCoord patch_constant.coords Contains the coordinate of the vertex within the current patch. Defines the location on the hull of the current domain point being evaluated.

tessellation Main Functions#

Control Shader Main Function#

Hull shader requires the main shader function and patch constant function.

Patch Constant Function#

To start and end the main function of the control patch constant data, use the following instructions:

UUSL
MAIN_PATCH_CONSTANT_BEGIN(CONTROL_IN)

	<your code here>

END_PATCH_CONSTANT

//end
Warning
You should add a new line (press Enter) after closing the instruction.

This code is equivalent to:

OpenGL
//if SET_QUAD_DOMAIN defined
void patch_constant(out float edges[4], out float[2] inside) {

	<your code here>

}
//else
void patch_constant(out float edges[3], out float inside) {

	<your code here>

}
Direct3D
CONTROL_CONSTANT_OUT patch_constant(InputPatch<CONTROL_IN,DOMAIN_PATCH_VERTICES> input) {
CONTROL_CONSTANT_OUT output = (CONTROL_CONSTANT_OUT)0;

	<your code here>

return output; }
//

Hull Shader Function#

To start and end the main function of the hull shader, use the following instructions:

UUSL
MAIN_CONTROL_BEGIN(CONTROL_OUT, CONTROL_IN)

	<your code here>

END_CONTROL

//end
Warning
You should add a new line (press Enter) after closing the instruction.

This code is equivalent to:

OpenGL
#ifdef SET_QUAD_DOMAIN
layout(vertices = 4) out;
void main() {
	if(gl_InvocationID == 0) {
		float edges_factor[4];
		float inside_factor[2];
		patch_constant(edges_factor,inside_factor);
		gl_TessLevelOuter[0] = edges_factor[0];
		gl_TessLevelOuter[1] = edges_factor[1];
		gl_TessLevelOuter[2] = edges_factor[2];
		gl_TessLevelOuter[3] = edges_factor[3];
		gl_TessLevelInner[0] = inside_factor[0];
		gl_TessLevelInner[1] = inside_factor[1];
	}

	<your code here>

}

#else

layout(vertices = 3) out;
	void main() {
		if(gl_InvocationID == 0) {
			float edges_factor[3];
			float inside_factor;
			patch_constant(edges_factor,inside_factor);
			gl_TessLevelOuter[0] = edges_factor[0];
			gl_TessLevelOuter[1] = edges_factor[1];
			gl_TessLevelOuter[2] = edges_factor[2];
			gl_TessLevelInner[0] = inside_factor;
		}

	<your code here>

}
		
#endif
Direct3D
DOMAIN_PATCH
[maxtessfactor(64.0f)]
[outputcontrolpoints(DOMAIN_PATCH_VERTICES)]
[patchconstantfunc("patch_constant")]
CONTROL_PARTITIONING_TYPE
CONTROL_TOPOLOGY_PRIMITIVE_TYPE
CONTROL_OUT main(InputPatch<CONTROL_IN,DOMAIN_PATCH_VERTICES> input,uint CONTROL_POINT_ID : SV_OUTPUTCONTROLPOINTID) { 
	CONTROL_OUT output;

	<your code here>

return output; }

Evaluation Shader Main Function#

To start and end the main function of the evaluation shader, use the following instructions:

UUSL
MAIN_EVALUATE_BEGIN(EVALUATE_OUT, EVALUTATE_IN)

	<your code here>

END_EVALUATE

//end
Warning
You should add a new line (press Enter) after closing the instruction.

This code is equivalent to:

OpenGL
layout(DOMAIN_PATCH,CONTROL_PARTITIONING_TYPE,CONTROL_TOPOLOGY_PRIMITIVE_TYPE) in;
void main() { 

	<your code here>

}
Direct3D
DOMAIN_PATCH
EVALUATE_OUT main(EVALUATE_CONSTANT_IN patch_constant,const OutputPatch<EVALUATE_IN,DOMAIN_PATCH_VERTICES> input) {
	EVALUATE_OUT output;

	<your code here>

return output; }
//
Last update: 2020-07-31
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