[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

@@ -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;
}