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Pass in pipeline tessellation state to Vulkan
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@ -196,6 +196,7 @@ namespace skyline::gpu {
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.stageCount = static_cast<u32>(pipelineDescIt->shaderStages.size()),
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.stageCount = static_cast<u32>(pipelineDescIt->shaderStages.size()),
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.pVertexInputState = &pipelineDescIt->vertexState.get<vk::PipelineVertexInputStateCreateInfo>(),
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.pVertexInputState = &pipelineDescIt->vertexState.get<vk::PipelineVertexInputStateCreateInfo>(),
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.pInputAssemblyState = &pipelineDescIt->inputAssemblyState,
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.pInputAssemblyState = &pipelineDescIt->inputAssemblyState,
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.pTessellationState = &pipelineDescIt->tessellationState,
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.pViewportState = &pipelineDescIt->viewportState,
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.pViewportState = &pipelineDescIt->viewportState,
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.pRasterizationState = &pipelineDescIt->rasterizationState.get<vk::PipelineRasterizationStateCreateInfo>(),
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.pRasterizationState = &pipelineDescIt->rasterizationState.get<vk::PipelineRasterizationStateCreateInfo>(),
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.pMultisampleState = &pipelineDescIt->multisampleState,
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.pMultisampleState = &pipelineDescIt->multisampleState,
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