[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

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