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Implement tessellation shaders for D3D11
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@@ -36,6 +36,17 @@ public:
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BlendFactor srcFac, BlendFactor dstFac, Primitive prim,
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ZTest depthTest, bool depthWrite, bool colorWrite,
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bool alphaWrite, CullMode culling, bool overwriteAlpha=true)=0;
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virtual boo::ObjToken<IShaderPipeline>
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newTessellationShaderPipeline(
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const char* vertSource, const char* fragSource,
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const char* controlSource, const char* evaluationSource,
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ComPtr<ID3DBlob>* vertBlobOut, ComPtr<ID3DBlob>* fragBlobOut,
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ComPtr<ID3DBlob>* controlBlobOut, ComPtr<ID3DBlob>* evaluationBlobOut,
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ComPtr<ID3DBlob>* pipelineBlob,
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const boo::ObjToken<IVertexFormat>& vtxFmt,
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BlendFactor srcFac, BlendFactor dstFac, uint32_t patchSize,
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ZTest depthTest, bool depthWrite, bool colorWrite,
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bool alphaWrite, CullMode culling, bool overwriteAlpha=true)=0;
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};
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};
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