godot/thirdparty/embree/kernels/subdiv/tessellation.h

// Copyright 2009-2021 Intel Corporation
// SPDX-License-Identifier: Apache-2.0

#pragma once

namespace embree
{
  /* adjust discret tessellation level for feature-adaptive pre-subdivision */
  __forceinline float adjustTessellationLevel(float l, const size_t sublevel)
  {}
  
  __forceinline int stitch(const int x, const int fine, const int coarse) {}

  __forceinline void stitchGridEdges(const unsigned int low_rate,
                                     const unsigned int high_rate,
                                     const unsigned int x0,
                                     const unsigned int x1,
				    float * __restrict__ const uv_array,
				    const unsigned int uv_array_step)
  {}
  
  __forceinline void stitchUVGrid(const float edge_levels[4],
                                  const unsigned int swidth,
                                  const unsigned int sheight,
                                  const unsigned int x0,
                                  const unsigned int y0,
				  const unsigned int grid_u_res,
				  const unsigned int grid_v_res,
				  float * __restrict__ const u_array,
				  float * __restrict__ const v_array)
  {}
  
  __forceinline void gridUVTessellator(const float edge_levels[4],  
                                       const unsigned int swidth,
                                       const unsigned int sheight,
                                       const unsigned int x0,
                                       const unsigned int y0,
				       const unsigned int grid_u_res,
				       const unsigned int grid_v_res,
				       float * __restrict__ const u_array,
				       float * __restrict__ const v_array)
  {} 
}