[D3D12] Pass adaptive tessellation factors via index buffer like on the guest
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@@ -1,7 +1,5 @@
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#include "xenos_draw.hlsli"
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struct XeHSControlPointOutput {};
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struct XeHSConstantDataOutput {
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float edges[3] : SV_TessFactor;
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float inside : SV_InsideTessFactor;
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@@ -32,4 +30,12 @@ XeHSConstantDataOutput XePatchConstant() {
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[outputtopology("triangle_cw")]
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[outputcontrolpoints(3)]
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[patchconstantfunc("XePatchConstant")]
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void main(InputPatch<XeHSControlPointOutput, 3> input_patch) {}
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XeHSControlPointOutput main(
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InputPatch<XeHSControlPointInput, 3> xe_input_patch,
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uint xe_control_point_id : SV_OutputControlPointID) {
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XeHSControlPointOutput output;
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// TODO(Triang3l): Re-enable when non-adaptive tessellation is properly added.
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/* output.index =
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float(xe_input_patch[xe_control_point_id].index_or_edge_factor); */
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return output;
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}
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