[D3D12] Disable adaptive tessellation temporarily because of cracks

This commit is contained in:
Triang3l 2018-12-29 21:12:21 +03:00
parent 928e46c8b2
commit 87d663d7e0
2 changed files with 5 additions and 3 deletions

View File

@ -27,9 +27,11 @@
DEFINE_bool(d3d12_dxbc_disasm, false, DEFINE_bool(d3d12_dxbc_disasm, false,
"Disassemble DXBC shaders after generation."); "Disassemble DXBC shaders after generation.");
DEFINE_bool( DEFINE_bool(
d3d12_tessellation_adaptive, true, d3d12_tessellation_adaptive, false,
"Allow games to use adaptive tessellation - may be disabled if the game " "Allow games to use adaptive tessellation - may be disabled if the game "
"has issues with memexport, the maximum factor will be used in this case."); "has issues with memexport, the maximum factor will be used in this case. "
"Temporarily disabled by default since there are visible cracks currently "
"in Halo 3.");
DEFINE_bool(d3d12_tessellation_wireframe, false, DEFINE_bool(d3d12_tessellation_wireframe, false,
"Display tessellated surfaces as wireframe for debugging."); "Display tessellated surfaces as wireframe for debugging.");

View File

@ -39,7 +39,7 @@ XeHSConstantDataOutput XePatchConstant(uint xe_patch_id : SV_PrimitiveID) {
xe_tessellation_factor_range.y); xe_tessellation_factor_range.y);
// UVW are taken with ZYX swizzle (when r1.y is 0) in the vertex (domain) // UVW are taken with ZYX swizzle (when r1.y is 0) in the vertex (domain)
// shader. Edge 0 is with U = 0, edge 1 is with V = 0, edge 2 is with W = 0. // shader. Edge 0 is with U = 0, edge 1 is with V = 0, edge 2 is with W = 0.
// TODO(Triang3l): Verify this order. // TODO(Triang3l): Verify this order. There are still cracks.
output.edges[0] = edge_factors.z; output.edges[0] = edge_factors.z;
output.edges[1] = edge_factors.y; output.edges[1] = edge_factors.y;
output.edges[2] = edge_factors.x; output.edges[2] = edge_factors.x;