[D3D12] Allow non-adaptive tessellation for patch primitive types, and all triangle and quad tessellation modes
This commit is contained in:
@@ -242,22 +242,22 @@ namespace shader_playground {
|
||||
string vertexShaderType = "vertex";
|
||||
switch (vertexShaderComboBox.SelectedIndex) {
|
||||
case 1:
|
||||
vertexShaderType = "linedomain";
|
||||
vertexShaderType = "linedomaincp";
|
||||
break;
|
||||
case 2:
|
||||
vertexShaderType = "linedomainadaptive";
|
||||
vertexShaderType = "linedomainpatch";
|
||||
break;
|
||||
case 3:
|
||||
vertexShaderType = "triangledomain";
|
||||
vertexShaderType = "triangledomaincp";
|
||||
break;
|
||||
case 4:
|
||||
vertexShaderType = "triangledomainadaptive";
|
||||
vertexShaderType = "triangledomainpatch";
|
||||
break;
|
||||
case 5:
|
||||
vertexShaderType = "quaddomain";
|
||||
vertexShaderType = "quaddomaincp";
|
||||
break;
|
||||
case 6:
|
||||
vertexShaderType = "quaddomainadaptive";
|
||||
vertexShaderType = "quaddomainpatch";
|
||||
break;
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user