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Fix tessellation pipeline setup
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@@ -588,6 +588,9 @@ class D3D11ShaderPipeline : public GraphicsDataNode<IShaderPipeline>
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if (auto* s = evaluation.cast<D3D11ShaderStage>())
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s->shader(m_dShader);
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if (control && evaluation)
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m_topology = D3D11_PRIMITIVE_TOPOLOGY_1_CONTROL_POINT_PATCHLIST + info.patchSize - 1;
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D3D11_CULL_MODE cullMode;
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switch (info.culling)
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{
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