[D3D12] Pass adaptive tessellation factors via index buffer like on the guest
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@@ -209,7 +209,7 @@ class DxbcShaderTranslator : public ShaderTranslator {
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struct SystemConstants {
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uint32_t flags;
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uint32_t line_loop_closing_index;
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uint32_t vertex_index_endian_and_edge_factors;
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Endian vertex_index_endian;
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int32_t vertex_base_index;
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float user_clip_planes[6][4];
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@@ -1434,12 +1434,11 @@ class DxbcShaderTranslator : public ShaderTranslator {
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kSysConst_LineLoopClosingIndex_Index = kSysConst_Flags_Index + 1,
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kSysConst_LineLoopClosingIndex_Vec = kSysConst_Flags_Vec,
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kSysConst_LineLoopClosingIndex_Comp = 1,
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kSysConst_VertexIndexEndianAndEdgeFactors_Index =
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kSysConst_VertexIndexEndian_Index =
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kSysConst_LineLoopClosingIndex_Index + 1,
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kSysConst_VertexIndexEndianAndEdgeFactors_Vec = kSysConst_Flags_Vec,
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kSysConst_VertexIndexEndianAndEdgeFactors_Comp = 2,
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kSysConst_VertexBaseIndex_Index =
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kSysConst_VertexIndexEndianAndEdgeFactors_Index + 1,
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kSysConst_VertexIndexEndian_Vec = kSysConst_Flags_Vec,
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kSysConst_VertexIndexEndian_Comp = 2,
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kSysConst_VertexBaseIndex_Index = kSysConst_VertexIndexEndian_Index + 1,
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kSysConst_VertexBaseIndex_Vec = kSysConst_Flags_Vec,
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kSysConst_VertexBaseIndex_Comp = 3,
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