#include "xenos_draw.hlsli" struct XeHSConstantDataOutput { float edges[3] : SV_TessFactor; float inside : SV_InsideTessFactor; }; XeHSConstantDataOutput XePatchConstant() { XeHSConstantDataOutput output = (XeHSConstantDataOutput)0; uint i; // Xenos creates a uniform grid for triangles, but this can't be reproduced // using the tessellator on the PC, so just use what has the closest level of // detail. // https://www.slideshare.net/blackdevilvikas/next-generation-graphics-programming-on-xbox-360 // 1.0 already added to the factor on the CPU, according to the images in the // slides above. // Don't calculate any variables for SV_TessFactor outside of this loop, or // everything will be broken - FXC will add code to make it calculated only // once for all 3 fork instances, but doesn't do it properly. [unroll] for (i = 0u; i < 3u; ++i) { output.edges[i] = xe_tessellation_factor_range.y; } output.inside = xe_tessellation_factor_range.y; return output; } [domain("tri")] [partitioning("integer")] [outputtopology("triangle_cw")] [outputcontrolpoints(3)] [patchconstantfunc("XePatchConstant")] XeHSControlPointOutput main( InputPatch xe_input_patch, uint xe_control_point_id : SV_OutputControlPointID) { XeHSControlPointOutput output; output.index = float(xe_input_patch[xe_control_point_id].index_or_edge_factor); return output; }