[D3D12] Adaptive tessellation of triangle patches

This commit is contained in:
Triang3l
2018-12-29 20:53:41 +03:00
parent 14476e5453
commit 928e46c8b2
29 changed files with 2181 additions and 1507 deletions

View File

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