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shader: Implement tessellation shaders, polygon mode and invocation id
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@ -84,6 +84,9 @@ public:
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[[nodiscard]] F32 GetAttributeIndexed(const U32& phys_address, const U32& vertex);
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void SetAttributeIndexed(const U32& phys_address, const F32& value, const U32& vertex);
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[[nodiscard]] F32 GetPatch(Patch patch);
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void SetPatch(Patch patch, const F32& value);
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void SetFragColor(u32 index, u32 component, const F32& value);
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void SetFragDepth(const F32& value);
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@ -95,6 +98,7 @@ public:
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[[nodiscard]] U32 LocalInvocationIdY();
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[[nodiscard]] U32 LocalInvocationIdZ();
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[[nodiscard]] U32 InvocationId();
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[[nodiscard]] U1 IsHelperInvocation();
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[[nodiscard]] U32 LaneId();
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