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DX11 Strange tessellation pattern

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Am trying a basebones tessellation shader and getting unexpected result when increasing the tessellation factor. Am rendering a group of quads and trying to apply tessellation to them.

OutsideTess = (1,1,1,1), InsideTess= (1,1)

tess1.thumb.png.ae2ae3d6ec1d4f567cb44f7d6cc2eb0f.png

OutsideTess = (1,1,1,1), InsideTess= (2,1)

tess2.thumb.png.5507781b7622138dba482b0bc5593566.png

I expected 4 triangles in the quad, not two. Any idea of whats wrong?

Structs:

struct PatchTess
{
	float mEdgeTess[4] : SV_TessFactor;
	float mInsideTess[2] : SV_InsideTessFactor;
};

struct VertexOut
{
	float4 mWorldPosition : POSITION;
	float mTessFactor : TESS;
};

struct DomainOut
{
	float4 mWorldPosition : SV_POSITION;
};

struct HullOut
{
	float4 mWorldPosition : POSITION;
};

Hull shader:

PatchTess PatchHS(InputPatch<VertexOut, 3> inputVertices)
{
	PatchTess patch;

	patch.mEdgeTess[ 0 ] = 1;
	patch.mEdgeTess[ 1 ] = 1;
	patch.mEdgeTess[ 2 ] = 1;
	patch.mEdgeTess[ 3 ] = 1;
	
	patch.mInsideTess[ 0 ] = 2;
	patch.mInsideTess[ 1 ] = 1;

	return patch;
}

[domain("quad")]
[partitioning("fractional_odd")]
[outputtopology("triangle_ccw")]
[outputcontrolpoints(4)]
[patchconstantfunc("PatchHS")]
[maxtessfactor( 64.0 )]
HullOut hull_main(InputPatch<VertexOut, 3> verticeData, uint index : SV_OutputControlPointID)
{
	HullOut ret;

	ret.mWorldPosition = verticeData[index].mWorldPosition;

	return ret;
}

 

Domain shader:

[domain("quad")]
DomainOut domain_main(PatchTess patchTess, float2 uv : SV_DomainLocation, const OutputPatch<HullOut, 4> quad)
{
	DomainOut ret;

	const float MipInterval = 20.0f;

	ret.mWorldPosition.xz = quad[ 0 ].mWorldPosition.xz * ( 1.0f - uv.x ) * ( 1.0f - uv.y )
		+ quad[ 1 ].mWorldPosition.xz * uv.x * ( 1.0f - uv.y )
		+ quad[ 2 ].mWorldPosition.xz * ( 1.0f - uv.x ) * uv.y
		+ quad[ 3 ].mWorldPosition.xz * uv.x * uv.y ;
	ret.mWorldPosition.y = quad[ 0 ].mWorldPosition.y;
	ret.mWorldPosition.w = 1;

	ret.mWorldPosition = mul( gFrameViewProj, ret.mWorldPosition );

	return ret;
}

 

Any ideas what could be wrong with these shaders?

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I has been a long time since I touched graphics, but if I remember correctly OutsideTess tells how to split edges, while InsideTess tells how to split inside surface (quad in this case).

Using output OutsideTess = (1,1,1,1), InsideTess= (2,1) essentially tells it to split 1 quad into 3 triangles, but have only 4 vertices in total. That's quite impossible so it doesn't make anything sensible. Try using OutsideTess = (2,2,2,2), InsideTess= (2,2).

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Still wierd sadly. Must be something wrong with the shaders but I cant figure out why? The vertex/index buffers must be legit as per first screenshot is fine... 

asd.thumb.png.f62302477955697836abd00f5e9a4712.png

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