[D3D12] Non-adaptive quad tessellation
This commit is contained in:
@@ -769,6 +769,19 @@ Shader::HostVertexShaderType PipelineCache::GetHostVertexShaderTypeIfValid()
|
||||
break;
|
||||
}
|
||||
break;
|
||||
case PrimitiveType::kQuadList:
|
||||
switch (tessellation_mode) {
|
||||
// Also supported by quad strips according to:
|
||||
// https://www.khronos.org/registry/OpenGL/extensions/AMD/AMD_vertex_shader_tessellator.txt
|
||||
// Would need to convert those to quad lists, but haven't seen any games
|
||||
// using tessellated strips so far.
|
||||
case xenos::TessellationMode::kContinuous:
|
||||
// - Defender - retro screen and beams in the main menu - kQuadList.
|
||||
return Shader::HostVertexShaderType::kQuadDomainConstant;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
break;
|
||||
case PrimitiveType::kTrianglePatch:
|
||||
if (tessellation_mode == xenos::TessellationMode::kAdaptive) {
|
||||
// - Banjo-Kazooie: Nuts & Bolts - water.
|
||||
|
||||
Reference in New Issue
Block a user