In this recipe, we will update the constant buffers to accept the tessellation parameters, and update the vertex shader to output a structure for input into the hull shaders in the next few recipes in this chapter.
For this recipe, we can begin with any Direct3D project with an existing vertex shader, the PerObject
and PerFrame
constant buffers, and their C# counterparts in ConstantBuffers.cs
.
The completed source code for this recipe can be found within the Ch05_01TessellationPrimitives
project, contained within the companion source code.