[D3D12] Allow non-adaptive tessellation for patch primitive types, and all triangle and quad tessellation modes

This commit is contained in:
Triang3l 2020-05-11 22:40:52 +03:00
parent 4631b2b16c
commit 0d14ae01bb
17 changed files with 352 additions and 305 deletions

View file

@ -87,12 +87,12 @@
this.vertexShaderComboBox.FormattingEnabled = true;
this.vertexShaderComboBox.Items.AddRange(new object[] {
"VS to VS",
"VS to isoline DS with constant factors",
"VS to isoline DS with adaptive factors",
"VS to triangle DS with constant factors",
"VS to triangle DS with adaptive factors",
"VS to quad DS with constant factors",
"VS to quad DS with adaptive factors"});
"VS to line DS with control point indices",
"VS to line DS with patch index",
"VS to triangle DS with control point indices",
"VS to triangle DS with patch index",
"VS to quad DS with control point indices",
"VS to quad DS with patch index"});
this.vertexShaderComboBox.Location = new System.Drawing.Point(1224, 24);
this.vertexShaderComboBox.Margin = new System.Windows.Forms.Padding(3, 3, 3, 0);
this.vertexShaderComboBox.Name = "vertexShaderComboBox";

View file

@ -242,22 +242,22 @@ namespace shader_playground {
string vertexShaderType = "vertex";
switch (vertexShaderComboBox.SelectedIndex) {
case 1:
vertexShaderType = "linedomain";
vertexShaderType = "linedomaincp";
break;
case 2:
vertexShaderType = "linedomainadaptive";
vertexShaderType = "linedomainpatch";
break;
case 3:
vertexShaderType = "triangledomain";
vertexShaderType = "triangledomaincp";
break;
case 4:
vertexShaderType = "triangledomainadaptive";
vertexShaderType = "triangledomainpatch";
break;
case 5:
vertexShaderType = "quaddomain";
vertexShaderType = "quaddomaincp";
break;
case 6:
vertexShaderType = "quaddomainadaptive";
vertexShaderType = "quaddomainpatch";
break;
}