// RUN: %dxc -E main -T hs_6_0 -Zi %s | FileCheck %s

// CHECK: may only have one InputPatch parameter

//--------------------------------------------------------------------------------------
// SimpleTessellation.hlsl
//
// Advanced Technology Group (ATG)
// Copyright (C) Microsoft Corporation. All rights reserved.
//--------------------------------------------------------------------------------------


struct PSSceneIn
{
    float4 pos  : SV_Position;
    float2 tex  : TEXCOORD0;
    float3 norm : NORMAL;

uint   RTIndex      : SV_RenderTargetArrayIndex;
};


//////////////////////////////////////////////////////////////////////////////////////////
// Simple forwarding Tessellation shaders

struct HSPerVertexData
{
    // This is just the original vertex verbatim. In many real life cases this would be a
    // control point instead
    PSSceneIn v;
};

struct HSPerPatchData
{
    // We at least have to specify tess factors per patch
    // As we're tesselating triangles, there will be 4 tess factors
    // In real life case this might contain face normal, for example
	float	edges[ 3 ]	: SV_TessFactor;
	float	inside		: SV_InsideTessFactor;
};

float4 HSPerPatchFunc()
{
    return 1.8;
}

HSPerPatchData HSPerPatchFunc( const InputPatch< PSSceneIn, 3 > points,  OutputPatch<HSPerVertexData, 5> outp )
{
    HSPerPatchData d;

    d.edges[ 0 ] = 1;
    d.edges[ 1 ] = 1;
    d.edges[ 2 ] = 1;
    d.inside = 1;

    return d;
}

// hull per-control point shader
[domain("tri")]
[partitioning("fractional_odd")]
[outputtopology("triangle_cw")]
[patchconstantfunc("HSPerPatchFunc")]
[outputcontrolpoints(3)]
HSPerVertexData main( const uint id : SV_OutputControlPointID,
                      const InputPatch< PSSceneIn, 3 > points, const InputPatch< PSSceneIn, 3 > points2 )
{
    HSPerVertexData v;

    // Just forward the vertex
    v.v = points[ id ];

	return v;
}


