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In DXBC tessellator parameters are specified in hull shaders. In OpenGL, even in SPIR-V, tessellator parameters must be specified in the tessellation evaluation shader. Signed-off-by: Józef Kucia <jkucia@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>