[D3D12] Allow non-adaptive tessellation for patch primitive types, and all triangle and quad tessellation modes

This commit is contained in:
Triang3l
2020-05-11 22:40:52 +03:00
parent 4631b2b16c
commit 0d14ae01bb
17 changed files with 352 additions and 305 deletions

View File

@@ -71,7 +71,8 @@
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// no Output
// XEVERTEXID 0 x 0 NONE float x
//
// Tessellation Domain # of control points
// -------------------- --------------------
// Quadrilateral 4
@@ -90,6 +91,8 @@ dcl_tessellator_output_primitive output_triangle_cw
dcl_globalFlags refactoringAllowed
dcl_constantbuffer CB0[0:0][15], immediateIndexed, space=0
hs_control_point_phase
dcl_output o0.x
mov o0.x, l(0)
ret
hs_fork_phase
dcl_hs_fork_phase_instance_count 4
@@ -125,4 +128,4 @@ mov r0.x, vJoinInstanceID.x
min r0.y, vpc[r0.x + 0].x, vpc[r0.x + 2].x
mov o[r0.x + 4].x, r0.y
ret
// Approximately 13 instruction slots used
// Approximately 14 instruction slots used