Tessellation on AMD Radeon R9 M3xx / OS X 10.11

In connection to my recent post (OpenGL Stability on latest GPUs with El Captain) I would like to ask if somebody has experience with the "GL_ARB_tessellation_shader" extension on the latest imac generaion (evaluation + control)?


I woul like to use something like this (this works on my old mac):

// tc shader


#version 410 core


layout (vertices = 3) out;




in  VertexDomain {
    vec3 mdPosition;
    vec2 vsTexture;
} vd[];


out ControlDomain {
    vec3 mdPosition;
    vec2 vsTexture;
} cd[];


void main()
{


...


    gl_TessLevelOuter[0] = clamp(b * CENTER_DIV,1,MAX_TESS);
    gl_TessLevelOuter[1] = clamp(c * CENTER_DIV,1,MAX_TESS);
    gl_TessLevelOuter[2] = clamp(a * CENTER_DIV,1,MAX_TESS);
    gl_TessLevelInner[0] = clamp(A * BORDER_DIV,1,MAX_TESS);


}




// te shader


#version 410 core




in ControlDomain {
    vec3 mdPosition;
    vec2 vsTexture;
} cd[];


out vec2 vsTexture;
out vec3 vsPosition;


...


void main()
{


    float u = gl_TessCoord.x;
    float v = gl_TessCoord.y;
    float w = gl_TessCoord.z;


    vec2 texPos = u * cd[0].vsTexture + v * cd[1].vsTexture + w * cd[2].vsTexture;
    vsTexture = texPos;
    vec3 planePos = u * cd[0].mdPosition +  v * cd[1].mdPosition +  w * cd[2].mdPosition;


   vsPosition =  (clModel * vec4(planePos, 1.0)).xyz;
   gl_Position = clMVP * vec4(planePos, 1);
}

Hi Yousry,


That should work. Can you file a radar with your use case attached?


Thanks.

Tessellation on AMD Radeon R9 M3xx / OS X 10.11
 
 
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