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Question by amirebrahimi · Jan 13, 2013 at 07:53 PM · shaderwindowsdx11

No equivalent of D3D11_PRIMITIVE_TOPOLOGY_16_CONTROL_POINT_PATCHLIST for Unity?

I'm trying to get the SimpleBezier11 DX11 Sample working in Unity. The shader compiles after some minor changes, however, I'm not sure there is support for properly passing control points. Aras mentioned on twitter that the max control points that can be sent is 4, but even if I adjust the sample to use only 4 input control points it doesn't work. My guess is that because MeshTopology can only be Triangles,Quads,Lines, LineStrip, or Points, that it isn't possible to set IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_16_CONTROL_POINT_PATCHLIST), which is how the sample was built. Any ideas or workarounds?

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Answer by Aras · Jan 14, 2013 at 10:41 AM

Right, you can't get a 16 control point patch topology in Unity right now.

Topologies of Points, Lines, Triangles, Quads, when tessellation shaders are in action, map to 1, 2, 3, 4 control point patch lists respectively. But you can't go to more points.

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