[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
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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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