[D3D12] Disable adaptive tessellation temporarily because of cracks
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@@ -39,7 +39,7 @@ XeHSConstantDataOutput XePatchConstant(uint xe_patch_id : SV_PrimitiveID) {
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xe_tessellation_factor_range.y);
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// UVW are taken with ZYX swizzle (when r1.y is 0) in the vertex (domain)
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// shader. Edge 0 is with U = 0, edge 1 is with V = 0, edge 2 is with W = 0.
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// TODO(Triang3l): Verify this order.
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// TODO(Triang3l): Verify this order. There are still cracks.
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output.edges[0] = edge_factors.z;
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output.edges[1] = edge_factors.y;
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output.edges[2] = edge_factors.x;
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