[D3D12] Fake per-edge tessellation with continuous

This commit is contained in:
Triang3l
2018-12-12 22:08:20 +03:00
parent 19d7e0ce3d
commit 2b646ff425
38 changed files with 3382 additions and 598 deletions

View File

@@ -79,7 +79,8 @@ class D3D12CommandProcessor : public CommandProcessor {
// Finds or creates root signature for a pipeline.
ID3D12RootSignature* GetRootSignature(const D3D12Shader* vertex_shader,
const D3D12Shader* pixel_shader);
const D3D12Shader* pixel_shader,
PrimitiveType primitive_type);
ui::d3d12::UploadBufferPool* GetConstantBufferPool() const {
return constant_buffer_pool_.get();