hey i am studying different types of shaders in directx. and it comes to hull shader. so i write hlsl codes for both constant hull shader and control point hull shader in same file in visual studio 2019 .
i compile this file
and this is showing these errors

the shader type is hull shader and 5.0 model.
struct VS_OUT
{
float3 pos : TEXCOORD0;
};
struct Patch
{
float edgeTessFactor[3] : SV_TessFactor;
float inTessFactor : SV_InsideTessFactor;
};
struct HS_OUTPUT
{
float3 pos : TEXCOORD0;
};
Patch ConstantHS(InputPatch<VS_OUT,3> patch, uint pI:SV_PrimitiveID)
{
Patch p;
p.edgeTessFactor[0] = 3.0f;
p.edgeTessFactor[1] = 3.0f;
p.edgeTessFactor[2] = 3.0f;
p.inTessFactor = 3.0f;
return p;
}
[domain("tri")]
[partitioning("fractional_even")]
[outputtopology("triangle_cw")]
[outputcontrolpoints(3)]
[patchconstantfunc("ConstantHS")]
[maxtessfactor(16.0f)]
HS_OUTPUT ControlPointHS(InputPatch<VS_OUT, 3> patch, uint i : SV_OutputControlPointID, uint pI : SV_PrimitiveID)
{
HS_OUTPUT output;
output.pos = patch[i].pos;
return output;
}
any advice would be really helpful.