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Implement tessellation shader for HLSL
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@@ -164,10 +164,14 @@ CElementGen::CElementGen(const TToken<CGenDescription>& gen,
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else
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x268_PSLT = INT_MAX;
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int useMAXP = 256;
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if (CIntElement* maxpElem = desc->x28_x1c_MAXP.get())
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{
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maxpElem->GetValue(x74_curFrame, x90_MAXP);
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useMAXP = maxpElem->GetMaxValue();
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}
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int useMAXP = std::min(x90_MAXP, 256);
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useMAXP = std::min(useMAXP, 256);
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x30_particles.reserve(useMAXP);
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if (x2c_orientType == EModelOrientationType::One)
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x50_parentMatrices.resize(useMAXP);
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@@ -231,7 +235,7 @@ CElementGen::CElementGen(const TToken<CGenDescription>& gen,
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m_shaderClass = CElementGenShaders::GetShaderClass(*this);
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}
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size_t maxInsts = x26c_30_MBLR ? (m_maxMBSP * x90_MAXP) : x90_MAXP;
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size_t maxInsts = x26c_30_MBLR ? (m_maxMBSP * useMAXP) : useMAXP;
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maxInsts = (maxInsts == 0 ? 256 : maxInsts);
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CGraphics::CommitResources([&](boo::IGraphicsDataFactory::Context& ctx)
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