[D3D12] Allow non-adaptive tessellation for patch primitive types, and all triangle and quad tessellation modes
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@@ -52,10 +52,9 @@ enum class PrimitiveType : uint32_t {
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k2DLineStrip = 0x15,
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k2DTriStrip = 0x16,
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// Tessellation patches (D3DTPT) when VGT_OUTPUT_PATH_CNTL::path_select is
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// xenos::VGTOutputPath::kTessellationEnable. Seen being used with adaptive
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// tessellation in Banjo-Kazooie: Nuts & Bolts, Halo 3 and Viva Pinata;
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// discrete/continuous uses kTriangleList in Call of Duty 3 and Viva Pinata.
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// Tessellation patches when VGT_OUTPUT_PATH_CNTL::path_select is
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// xenos::VGTOutputPath::kTessellationEnable. The vertex shader receives patch
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// index rather than control point indices.
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kLinePatch = 0x10,
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kTrianglePatch = 0x11,
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kQuadPatch = 0x12,
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