[D3D12] Fake per-edge tessellation with continuous
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31
src/xenia/gpu/d3d12/shaders/dxbc/tessellation_quad_vs.txt
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31
src/xenia/gpu/d3d12/shaders/dxbc/tessellation_quad_vs.txt
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//
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// Generated by Microsoft (R) HLSL Shader Compiler 10.1
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//
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//
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//
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// Input signature:
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//
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// Name Index Mask Register SysValue Format Used
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// -------------------- ----- ------ -------- -------- ------- ------
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// SV_VertexID 0 x 0 VERTID uint x
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//
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//
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// Output signature:
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//
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// Name Index Mask Register SysValue Format Used
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// -------------------- ----- ------ -------- -------- ------- ------
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// SV_Position 0 xyzw 0 POS float xyzw
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//
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vs_5_1
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dcl_globalFlags refactoringAllowed
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dcl_input_sgv v0.x, vertex_id
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dcl_output_siv o0.xyzw, position
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dcl_temps 1
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ushr r0.x, v0.x, l(1)
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mov r0.y, v0.x
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and r0.xy, r0.xyxx, l(1, 1, 0, 0)
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xor r0.y, r0.x, r0.y
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utof o0.xy, r0.xyxx
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mov o0.zw, l(0,0,0,1.000000)
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ret
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// Approximately 7 instruction slots used
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