[D3D12] Fake per-edge tessellation with continuous
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@@ -555,11 +555,9 @@ VkShaderModule PipelineCache::GetGeometryShader(PrimitiveType primitive_type,
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// TODO(benvanik): quad strip geometry shader.
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assert_always("Quad strips not implemented");
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return nullptr;
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case PrimitiveType::k2DCopyRectListV0:
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case PrimitiveType::k2DCopyRectListV1:
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case PrimitiveType::k2DCopyRectListV2:
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case PrimitiveType::k2DCopyRectListV3:
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// TODO(DrChat): Research this.
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case PrimitiveType::kTrianglePatch:
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case PrimitiveType::kQuadPatch:
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assert_always("Tessellation is not implemented");
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return nullptr;
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default:
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assert_unhandled_case(primitive_type);
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