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DX11 Wireframe shader without wireframe state

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I have spent the last few days implementing a gregory patch tessellation system in dx11 (based on http://research.microsoft.com/en-us/um/people/cloop/sga09.pdf)
I'm now putting together a couple of demo vides, however, due to the pathetic render speed of wireframe rendering in DX11 hardware I am looking for options to render the wire frame in the pixel shader in the same pass as I render the filled mesh geometry.
I'd prefer to not use the geometry shader, or a post process.
Does anyone know how to go about doing this?

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