[D3D12] Adaptive tessellation of triangle patches
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@@ -11,14 +11,14 @@ XeHSConstantDataOutput XePatchConstant() {
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XeHSConstantDataOutput output = (XeHSConstantDataOutput)0;
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uint i;
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// 1.0 is already added to the factor on the CPU, according to the images in
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// 1.0 already added to the factor on the CPU, according to the images in
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// https://www.slideshare.net/blackdevilvikas/next-generation-graphics-programming-on-xbox-360
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// (fractional_even also requires a factor of at least 2.0).
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// Don't calculate any variables for SV_TessFactor outside of this loop, or
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// everything will be broken - FXC will add code to make it calculated only
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// once for all 3 fork instances, but doesn't do it properly.
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[unroll] for (i = 0; i < 3; ++i) {
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[unroll] for (i = 0u; i < 3u; ++i) {
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output.edges[i] = xe_tessellation_factor_range.y;
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}
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