[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

@@ -0,0 +1,31 @@
//
// Generated by Microsoft (R) HLSL Shader Compiler 10.1
//
//
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_VertexID 0 x 0 VERTID uint x
//
//
// Output signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Position 0 xyzw 0 POS float xyzw
//
vs_5_1
dcl_globalFlags refactoringAllowed
dcl_input_sgv v0.x, vertex_id
dcl_output_siv o0.xyzw, position
dcl_temps 1
ushr r0.x, v0.x, l(1)
mov r0.y, v0.x
and r0.xy, r0.xyxx, l(1, 1, 0, 0)
xor r0.y, r0.x, r0.y
utof o0.xy, r0.xyxx
mov o0.zw, l(0,0,0,1.000000)
ret
// Approximately 7 instruction slots used