freedreno/ir3: fix/rework tess levels
This fixes tess levels in both vulkan tessellation demos, which have these two patterns which were broken (the first one was completely broken, while the second one ended up with always 1.0
in the tess levels):
gl_TessLevelOuter[gl_InvocationID] = ubo.tessLevel;
gl_TessLevelInner[0] = ubo.tessLevel;
if (gl_InvocationID == 0)
{
if (!frustumCheck())
{
gl_TessLevelInner[0] = 0.0;
gl_TessLevelInner[1] = 0.0;
gl_TessLevelOuter[0] = 0.0;
gl_TessLevelOuter[1] = 0.0;
gl_TessLevelOuter[2] = 0.0;
gl_TessLevelOuter[3] = 0.0;
}
else
{
if (ubo.tessellationFactor > 0.0)
{
gl_TessLevelOuter[0] = screenSpaceTessFactor(gl_in[3].gl_Position, gl_in[0].gl_Position);
gl_TessLevelOuter[1] = screenSpaceTessFactor(gl_in[0].gl_Position, gl_in[1].gl_Position);
gl_TessLevelOuter[2] = screenSpaceTessFactor(gl_in[1].gl_Position, gl_in[2].gl_Position);
gl_TessLevelOuter[3] = screenSpaceTessFactor(gl_in[2].gl_Position, gl_in[3].gl_Position);
gl_TessLevelInner[0] = mix(gl_TessLevelOuter[0], gl_TessLevelOuter[3], 0.5);
gl_TessLevelInner[1] = mix(gl_TessLevelOuter[2], gl_TessLevelOuter[1], 0.5);
}
else
{
// Tessellation factor can be set to zero by example
// to demonstrate a simple passthrough
gl_TessLevelInner[0] = 1.0;
gl_TessLevelInner[1] = 1.0;
gl_TessLevelOuter[0] = 1.0;
gl_TessLevelOuter[1] = 1.0;
gl_TessLevelOuter[2] = 1.0;
gl_TessLevelOuter[3] = 1.0;
}
}
}
See the commit message on the first commit for more details.