Add Chromium-only Blender WebEngine parity work
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blender-5.2.0/extern/opensubdiv-source/opensubdiv/osd/mtlPatchBoxSplineTriangle.metal
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blender-5.2.0/extern/opensubdiv-source/opensubdiv/osd/mtlPatchBoxSplineTriangle.metal
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#line 0 "osd/mtlPatchBoxSplineTriangle.metal"
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//
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// Copyright 2019 Pixar
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//
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// Licensed under the terms set forth in the LICENSE.txt file available at
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// https://opensubdiv.org/license.
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//
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//----------------------------------------------------------
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// Patches.BoxSplineTriangle.Hull
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//----------------------------------------------------------
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void OsdComputePerVertex(
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float4 position,
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threadgroup HullVertex& hullVertex,
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int vertexId,
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float4x4 modelViewProjectionMatrix,
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OsdPatchParamBufferSet osdBuffers
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)
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{
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hullVertex.position = position;
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#if OSD_ENABLE_PATCH_CULL
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float4 clipPos = mul(modelViewProjectionMatrix, position);
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short3 clip0 = short3(clipPos.x < clipPos.w,
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clipPos.y < clipPos.w,
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clipPos.z < clipPos.w);
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short3 clip1 = short3(clipPos.x > -clipPos.w,
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clipPos.y > -clipPos.w,
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clipPos.z > -clipPos.w);
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hullVertex.clipFlag = short3(clip0) + 2*short3(clip1);
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#endif
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}
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//----------------------------------------------------------
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// Patches.BoxSplineTriangle.Factors
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//----------------------------------------------------------
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void OsdComputePerPatchBezierTriangleFactors(
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int3 patchParam,
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float tessLevel,
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float4x4 projectionMatrix,
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float4x4 modelViewMatrix,
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device OsdPerPatchVertexBezier* patch,
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#if !USE_PTVS_FACTORS
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device OsdPerPatchTessFactors& patchFactors,
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#endif
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device MTLTriangleTessellationFactorsHalf& triFactors
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)
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{
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float4 tessLevelOuter = float4(0);
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float2 tessLevelInner = float2(0);
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float4 tessOuterLo = float4(0);
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float4 tessOuterHi = float4(0);
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#if OSD_ENABLE_SCREENSPACE_TESSELLATION
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// Gather bezier control points to compute limit surface tess levels
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float3 bezcv[15];
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for (int i=0; i<15; ++i) {
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bezcv[i] = patch[i].P;
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}
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OsdEvalPatchBezierTriangleTessLevels(
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tessLevel,
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projectionMatrix,
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modelViewMatrix,
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bezcv,
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patchParam,
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tessLevelOuter,
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tessLevelInner,
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tessOuterLo,
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tessOuterHi
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);
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#else
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OsdGetTessLevelsUniformTriangle(
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tessLevel,
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patchParam,
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tessLevelOuter,
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tessLevelInner,
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tessOuterLo,
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tessOuterHi
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);
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#endif
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triFactors.edgeTessellationFactor[0] = tessLevelOuter[0];
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triFactors.edgeTessellationFactor[1] = tessLevelOuter[1];
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triFactors.edgeTessellationFactor[2] = tessLevelOuter[2];
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triFactors.insideTessellationFactor = tessLevelInner[0];
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#if !USE_PTVS_FACTORS
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patchFactors.tessOuterLo = tessOuterLo;
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patchFactors.tessOuterHi = tessOuterHi;
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#endif
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}
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void OsdComputePerPatchFactors(
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int3 patchParam,
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float tessLevel,
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unsigned patchID,
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float4x4 projectionMatrix,
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float4x4 modelViewMatrix,
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OsdPatchParamBufferSet osdBuffer,
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threadgroup PatchVertexType* patchVertices,
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device MTLTriangleTessellationFactorsHalf& triFactors
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)
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{
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OsdComputePerPatchBezierTriangleFactors(
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patchParam,
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tessLevel,
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projectionMatrix,
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modelViewMatrix,
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osdBuffer.perPatchVertexBuffer + patchID * VERTEX_CONTROL_POINTS_PER_PATCH,
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#if !USE_PTVS_FACTORS
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osdBuffer.patchTessBuffer[patchID],
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#endif
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triFactors
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);
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}
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//----------------------------------------------------------
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// Patches.BoxSplineTriangle.Vertex
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//----------------------------------------------------------
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void OsdComputePerPatchVertex(
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int3 patchParam,
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unsigned ID,
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unsigned PrimitiveID,
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unsigned ControlID,
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threadgroup PatchVertexType* patchVertices,
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OsdPatchParamBufferSet osdBuffers
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)
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{
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OsdComputePerPatchVertexBoxSplineTriangle(
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patchParam, ID, patchVertices,
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osdBuffers.perPatchVertexBuffer[ControlID]);
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}
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//----------------------------------------------------------
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// Patches.BoxSplineTriangle.Domain
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//----------------------------------------------------------
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template<typename PerPatchVertexBezier>
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OsdPatchVertex ds_regular_patches(
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float tessLevel,
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#if !USE_PTVS_FACTORS
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float4 tessOuterLo,
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float4 tessOuterHi,
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#endif
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PerPatchVertexBezier cv,
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int3 patchParam,
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float3 domainCoord
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)
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{
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#if USE_PTVS_FACTORS
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float4 tessOuterLo(0), tessOuterHi(0);
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OsdGetTessLevelsUniformTriangle(
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tessLevel, patchParam, tessOuterLo, tessOuterHi);
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#endif
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float2 UV = OsdGetTessParameterizationTriangle(domainCoord,
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tessOuterLo,
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tessOuterHi);
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OsdPatchVertex output;
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float3 P = float3(0), dPu = float3(0), dPv = float3(0);
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float3 N = float3(0), dNu = float3(0), dNv = float3(0);
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OsdEvalPatchBezierTriangle(patchParam, UV, cv, P, dPu, dPv, N, dNu, dNv);
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output.normal = N;
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output.tangent = dPu;
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output.bitangent = dPv;
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#if OSD_COMPUTE_NORMAL_DERIVATIVES
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output.Nu = dNu;
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output.Nv = dNv;
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#endif
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output.tessCoord = UV;
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output.patchCoord = OsdInterpolatePatchCoordTriangle(UV, patchParam);
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output.position = P;
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return output;
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}
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#if USE_STAGE_IN
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template<typename PerPatchVertexBezier>
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#endif
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OsdPatchVertex OsdComputePatch(
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float tessLevel,
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float3 domainCoord,
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unsigned patchID,
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#if USE_STAGE_IN
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PerPatchVertexBezier osdPatch
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#else
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OsdVertexBufferSet osdBuffers
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#endif
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)
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{
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return ds_regular_patches(
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tessLevel,
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#if !USE_PTVS_FACTORS
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#if USE_STAGE_IN
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osdPatch.tessOuterLo,
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osdPatch.tessOuterHi,
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#else
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osdBuffers.patchTessBuffer[patchID].tessOuterLo,
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osdBuffers.patchTessBuffer[patchID].tessOuterHi,
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#endif
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#endif
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#if USE_STAGE_IN
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osdPatch.cv,
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osdPatch.patchParam,
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#else
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osdBuffers.perPatchVertexBuffer + patchID * VERTEX_CONTROL_POINTS_PER_PATCH,
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osdBuffers.patchParamBuffer[patchID],
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#endif
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domainCoord
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);
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}
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