[D3D12] Allow non-adaptive tessellation for patch primitive types, and all triangle and quad tessellation modes
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12
tools/shader-playground/Editor.Designer.cs
generated
12
tools/shader-playground/Editor.Designer.cs
generated
@@ -87,12 +87,12 @@
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this.vertexShaderComboBox.FormattingEnabled = true;
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this.vertexShaderComboBox.Items.AddRange(new object[] {
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"VS to VS",
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"VS to isoline DS with constant factors",
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"VS to isoline DS with adaptive factors",
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"VS to triangle DS with constant factors",
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"VS to triangle DS with adaptive factors",
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"VS to quad DS with constant factors",
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"VS to quad DS with adaptive factors"});
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"VS to line DS with control point indices",
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"VS to line DS with patch index",
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"VS to triangle DS with control point indices",
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"VS to triangle DS with patch index",
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"VS to quad DS with control point indices",
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"VS to quad DS with patch index"});
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this.vertexShaderComboBox.Location = new System.Drawing.Point(1224, 24);
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this.vertexShaderComboBox.Margin = new System.Windows.Forms.Padding(3, 3, 3, 0);
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this.vertexShaderComboBox.Name = "vertexShaderComboBox";
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@@ -242,22 +242,22 @@ namespace shader_playground {
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string vertexShaderType = "vertex";
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switch (vertexShaderComboBox.SelectedIndex) {
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case 1:
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vertexShaderType = "linedomain";
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vertexShaderType = "linedomaincp";
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break;
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case 2:
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vertexShaderType = "linedomainadaptive";
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vertexShaderType = "linedomainpatch";
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break;
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case 3:
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vertexShaderType = "triangledomain";
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vertexShaderType = "triangledomaincp";
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break;
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case 4:
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vertexShaderType = "triangledomainadaptive";
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vertexShaderType = "triangledomainpatch";
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break;
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case 5:
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vertexShaderType = "quaddomain";
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vertexShaderType = "quaddomaincp";
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break;
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case 6:
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vertexShaderType = "quaddomainadaptive";
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vertexShaderType = "quaddomainpatch";
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break;
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}
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