[D3D12] Adaptive tessellation of triangle patches
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@@ -203,7 +203,7 @@ class D3D12CommandProcessor : public CommandProcessor {
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void UpdateFixedFunctionState(ID3D12GraphicsCommandList* command_list);
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void UpdateSystemConstantValues(
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bool shared_memory_is_uav, PrimitiveType primitive_type,
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Endian index_endian, uint32_t color_mask,
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Endian index_endian, uint32_t edge_factor_base, uint32_t color_mask,
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const RenderTargetCache::PipelineRenderTarget render_targets[4]);
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bool UpdateBindings(ID3D12GraphicsCommandList* command_list,
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const D3D12Shader* vertex_shader,
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