Tessellation shaders are one of the optional, additional programmable shader stages that can be enabled in a graphics pipeline. But when we want to activate them, we also need to prepare a pipeline tessellation state.
Specifying a pipeline tessellation state
How to do it...
- Create a variable of type VkPipelineTessellationStateCreateInfo named tessellation_state_create_info. Use the following to initialize its members:
- VK_STRUCTURE_TYPE_PIPELINE_TESSELLATION_STATE_CREATE_INFO value for sType
- nullptr value for pNext
- 0 value for flags
- The number of control points (vertices) which form a patch for patchControlPoints