[GPU/D3D12] Update tessellation enums
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@@ -527,7 +527,7 @@ void DxbcShaderTranslator::StartVertexOrDomainShader() {
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// When using indexable temps, copy through a r# because x# are apparently
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// only accessible via mov.
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// TODO(Triang3l): Investigate what should be written for primitives (or
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// even control points) for non-per-edge tessellation modes (they may
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// even control points) for non-adaptive tessellation modes (they may
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// possibly have an index buffer).
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uint32_t primitive_id_gpr_index =
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vertex_shader_type_ == VertexShaderType::kTriangleDomain ? 1 : 0;
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