logo
Expand description

Tessellation backend interface.

This interface defines the low-level backends must implement to be usable.

Tessellations are the way to gather vertices and other various kind of information to draw shapes in framebuffers. They come with several concepts that are important to understand:

  • Memory layout: either Interleaved or Deinterleaved.
  • Vertices. Vertices are passed to tessellations in a different way depending on the memory layout. Basically, for the Interleaved memory layout, a single slice of vertices is needed. With Deinterleaved, data must be provided via different slices (one for each attribute).
  • Indices, which allow to index vertices, reducing the amount of data to send and prevent duplicates.
  • Primitive modes which connect vertices in specific ways (lines, line strips, triangles, etc.).
  • Instance data, which is vertex data associated with the tessellation but available only to specific instances.

Traits

Slice index data on CPU.

Slice instance data on CPU.

Tessellation support on the backend.

Slice vertex data on CPU.