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Implement tessellation shaders for D3D11
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@@ -228,17 +228,23 @@ public:
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sampDesc.AddressW = D3D11_TEXTURE_ADDRESS_BORDER;
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m_3dCtx.m_ctx11.m_dev->CreateSamplerState(&sampDesc, &m_3dCtx.m_ctx11.m_ss[1]);
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sampDesc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP;
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sampDesc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP;
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sampDesc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP;
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sampDesc.AddressU = D3D11_TEXTURE_ADDRESS_BORDER;
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sampDesc.AddressV = D3D11_TEXTURE_ADDRESS_BORDER;
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sampDesc.AddressW = D3D11_TEXTURE_ADDRESS_BORDER;
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std::fill(std::begin(sampDesc.BorderColor), std::end(sampDesc.BorderColor), 0.f);
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m_3dCtx.m_ctx11.m_dev->CreateSamplerState(&sampDesc, &m_3dCtx.m_ctx11.m_ss[2]);
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sampDesc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP;
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sampDesc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP;
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sampDesc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP;
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sampDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_POINT;
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m_3dCtx.m_ctx11.m_dev->CreateSamplerState(&sampDesc, &m_3dCtx.m_ctx11.m_ss[3]);
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sampDesc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP;
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sampDesc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP;
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sampDesc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP;
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sampDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_POINT;
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m_3dCtx.m_ctx11.m_dev->CreateSamplerState(&sampDesc, &m_3dCtx.m_ctx11.m_ss[4]);
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Log.report(logvisor::Info, "initialized D3D11 renderer");
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return;
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}
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