[D3D12] Pass adaptive tessellation factors via index buffer like on the guest

This commit is contained in:
Triang3l
2020-04-05 17:22:49 +03:00
parent 5d6fe38e6f
commit e82d05c687
41 changed files with 2071 additions and 1911 deletions

View File

@@ -258,7 +258,7 @@ class D3D12CommandProcessor : public CommandProcessor {
void UpdateSystemConstantValues(
bool shared_memory_is_uav, bool primitive_two_faced,
uint32_t line_loop_closing_index, Endian index_endian,
uint32_t edge_factor_base, bool early_z, uint32_t color_mask,
bool adaptive_tessellation, bool early_z, uint32_t color_mask,
const RenderTargetCache::PipelineRenderTarget render_targets[4]);
bool UpdateBindings(const D3D12Shader* vertex_shader,
const D3D12Shader* pixel_shader,