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In osd layer, we use GLPatchTable (D3D11PatchTable) as a device-specific representation of FarPatchTables instead of DrawContext. GLPatchTable may be used not only for drawing but also for GPU eval APIs (not yet supported though. We may add CudaPatchTable etc as needed). The legacy gregory patch drawing buffers are carved out to the separate class, named GLLegacyGregoryPatchTable. Also face-varying data are split into client side for now, until we add new and more robust face-varying drawing structure (scheduled at 3.1 release) Tentatively replicate PatchArray structure in GLPatchTables. It will be revised in the upcoming change. Shifting hard-coded SRV locations of legacy gregory buffers in HLSL shaders. |
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CMakeLists.txt | ||
glPtexViewer.cpp | ||
shader_gl3.glsl | ||
shader.glsl | ||
skyshader.glsl |