[D3D12] Disable adaptive tessellation temporarily because of cracks
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@ -27,9 +27,11 @@
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DEFINE_bool(d3d12_dxbc_disasm, false,
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DEFINE_bool(d3d12_dxbc_disasm, false,
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"Disassemble DXBC shaders after generation.");
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"Disassemble DXBC shaders after generation.");
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DEFINE_bool(
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DEFINE_bool(
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d3d12_tessellation_adaptive, true,
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d3d12_tessellation_adaptive, false,
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"Allow games to use adaptive tessellation - may be disabled if the game "
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"Allow games to use adaptive tessellation - may be disabled if the game "
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"has issues with memexport, the maximum factor will be used in this case.");
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"has issues with memexport, the maximum factor will be used in this case. "
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"Temporarily disabled by default since there are visible cracks currently "
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"in Halo 3.");
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DEFINE_bool(d3d12_tessellation_wireframe, false,
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DEFINE_bool(d3d12_tessellation_wireframe, false,
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"Display tessellated surfaces as wireframe for debugging.");
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"Display tessellated surfaces as wireframe for debugging.");
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@ -39,7 +39,7 @@ XeHSConstantDataOutput XePatchConstant(uint xe_patch_id : SV_PrimitiveID) {
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xe_tessellation_factor_range.y);
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xe_tessellation_factor_range.y);
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// UVW are taken with ZYX swizzle (when r1.y is 0) in the vertex (domain)
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// UVW are taken with ZYX swizzle (when r1.y is 0) in the vertex (domain)
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// shader. Edge 0 is with U = 0, edge 1 is with V = 0, edge 2 is with W = 0.
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// shader. Edge 0 is with U = 0, edge 1 is with V = 0, edge 2 is with W = 0.
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// TODO(Triang3l): Verify this order.
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// TODO(Triang3l): Verify this order. There are still cracks.
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output.edges[0] = edge_factors.z;
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output.edges[0] = edge_factors.z;
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output.edges[1] = edge_factors.y;
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output.edges[1] = edge_factors.y;
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output.edges[2] = edge_factors.x;
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output.edges[2] = edge_factors.x;
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