[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

@@ -758,7 +758,7 @@ class BuildHlslCommand(Command):
help_short='Generates Direct3D shader binaries and header files.',
help_long='''
Generates the .cso/.h binaries under src/xenia/*/d3d12/shaders/dxbc/.
Run after modifying any .vs.hlsl/.ps.hlsl/.gs.hlsl/.cs.hlsl files.
Run after modifying any .hs/vs/ds/gs/ps/cs.hlsl files.
''',
*args, **kwargs)
@@ -781,9 +781,11 @@ class BuildHlslCommand(Command):
src_files = [os.path.join(root, name)
for root, dirs, files in os.walk('src')
for name in files
if (name.endswith('.vs.hlsl') or
name.endswith('.ps.hlsl') or
if (name.endswith('.hs.hlsl') or
name.endswith('.vs.hlsl') or
name.endswith('.ds.hlsl') or
name.endswith('.gs.hlsl') or
name.endswith('.ps.hlsl') or
name.endswith('.cs.hlsl'))]
# TODO(Triang3l): Handle any_errors.