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a†  OpenGL extension ARB.tessellation_shader

This module customises the behaviour of the 
OpenGL.raw.GL.ARB.tessellation_shader to provide a more 
Python-friendly API

Overview (from the spec)
        
        This extension introduces new tessellation stages and two new shader types
        to the OpenGL primitive processing pipeline.  These pipeline stages
        operate on a new basic primitive type, called a patch.  A patch consists
        of a fixed-size collection of vertices, each with per-vertex attributes,
        plus a number of associated per-patch attributes.  Tessellation control
        shaders transform an input patch specified by the application, computing
        per-vertex and per-patch attributes for a new output patch.  A
        fixed-function tessellation primitive generator subdivides the patch, and
        tessellation evaluation shaders are used to compute the position and
        attributes of each vertex produced by the tessellator.
        
        When tessellation is active, it begins by running the optional
        tessellation control shader.  This shader consumes an input patch and
        produces a new fixed-size output patch.  The output patch consists of an
        array of vertices, and a set of per-patch attributes.  The per-patch
        attributes include tessellation levels that control how finely the patch
        will be tessellated.  For each patch processed, multiple tessellation
        control shader invocations are performed -- one per output patch vertex.
        Each tessellation control shader invocation writes all the attributes of
        its corresponding output patch vertex.  A tessellation control shader may
        also read the per-vertex outputs of other tessellation control shader
        invocations, as well as read and write shared per-patch outputs.  The
        tessellation control shader invocations for a single patch effectively run
        as a group.  A built-in barrier() function is provided to allow
        synchronization points where no shader invocation will continue until all
        shader invocations have reached the barrier.
        
        The tessellation primitive generator then decomposes a patch into a new
        set of primitives using the tessellation levels to determine how finely
        tessellated the output should be.  The primitive generator begins with
        either a triangle or a quad, and splits each outer edge of the primitive
        into a number of segments approximately equal to the corresponding element
        of the outer tessellation level array.  The interior of the primitive is
        tessellated according to elements of the inner tessellation level array.
        The primitive generator has three modes:  "triangles" and "quads" split a
        triangular or quad-shaped patch into a set of triangles that cover the
        original patch; "isolines" splits a quad-shaped patch into a set of line
        strips running across the patch horizontally.  Each vertex generated by
        the tessellation primitive generator is assigned a (u,v) or (u,v,w)
        coordinate indicating its relative location in the subdivided triangle or
        quad.
        
        For each vertex produced by the tessellation primitive generator, the
        tessellation evaluation shader is run to compute its position and other
        attributes of the vertex, using its (u,v) or (u,v,w) coordinate.  When
        computing final vertex attributes, the tessellation evaluation shader can
        also read the attributes of any of the vertices of the patch written by
        the tessellation control shader.  Tessellation evaluation shader
        invocations are completely independent, although all invocations for a
        single patch share the same collection of input vertices and per-patch
        attributes.
        
        The tessellator operates on vertices after they have been transformed by a
        vertex shader.  The primitives generated by the tessellator are passed
        further down the OpenGL pipeline, where they can be used as inputs to
        geometry shaders, transform feedback, and the rasterizer.
        
        The tessellation control and evaluation shaders are both optional.  If
        neither shader type is present, the tessellation stage has no effect.  If
        no tessellation control shader is present, the input patch provided by the
        application is passed directly to the tessellation primitive generator,
        and a set of default tessellation level parameters is used to control
        primitive generation.  In this extension, patches may not be passed beyond
        the tessellation evaluation shader, and an error is generated if an
        application provides patches and the current program object contains no
        tessellation evaluation shader.

The official definition of this extension is available here:
http://www.opengl.org/registry/specs/ARB/tessellation_shader.txt
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