[D3D12] Adaptive quad tessellation, remove d3d12_tessellation_adaptive cvar
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@@ -50,6 +50,7 @@ namespace gpu {
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namespace d3d12 {
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// Generated with `xb buildhlsl`.
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#include "xenia/gpu/d3d12/shaders/dxbc/adaptive_quad_hs.h"
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#include "xenia/gpu/d3d12/shaders/dxbc/adaptive_triangle_hs.h"
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#include "xenia/gpu/d3d12/shaders/dxbc/continuous_quad_hs.h"
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#include "xenia/gpu/d3d12/shaders/dxbc/continuous_triangle_hs.h"
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@@ -761,7 +762,7 @@ Shader::HostVertexShaderType PipelineCache::GetHostVertexShaderTypeIfValid()
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break;
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case PrimitiveType::kQuadPatch:
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if (tessellation_mode == xenos::TessellationMode::kAdaptive) {
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// - Viva Pinata - something on the start screen.
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// - Viva Pinata - garden ground.
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return Shader::HostVertexShaderType::kQuadDomainAdaptive;
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}
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break;
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@@ -1493,6 +1494,10 @@ ID3D12PipelineState* PipelineCache::CreateD3D12PipelineState(
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state_desc.HS.pShaderBytecode = adaptive_triangle_hs;
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state_desc.HS.BytecodeLength = sizeof(adaptive_triangle_hs);
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break;
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case Shader::HostVertexShaderType::kQuadDomainAdaptive:
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state_desc.HS.pShaderBytecode = adaptive_quad_hs;
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state_desc.HS.BytecodeLength = sizeof(adaptive_quad_hs);
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break;
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default:
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assert_unhandled_case(host_vertex_shader_type);
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return nullptr;
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