In D3D11 geometry shaders accept patches as input primitives. This is
forbidden in OpenGL as specified in the ARB_tessellation_shaders spec:
"we will not allow geometry shaders to receive patches in this
extension. That limitation may be relaxed in a future extension."
Signed-off-by: Józef Kucia <jkucia@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>