enable primitive restart on dx11
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702198f39b
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@ -154,7 +154,7 @@ void VertexManager::Draw(UINT stride)
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if (IndexGenerator::GetNumTriangles() > 0)
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if (IndexGenerator::GetNumTriangles() > 0)
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{
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{
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D3D::context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
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D3D::context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
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D3D::context->DrawIndexed(IndexGenerator::GetTriangleindexLen(), m_triangle_draw_index, 0);
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D3D::context->DrawIndexed(IndexGenerator::GetTriangleindexLen(), m_triangle_draw_index, 0);
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INCSTAT(stats.thisFrame.numIndexedDrawCalls);
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INCSTAT(stats.thisFrame.numIndexedDrawCalls);
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}
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}
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@ -96,7 +96,7 @@ void InitBackendInfo()
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g_Config.backend_info.bSupportsDualSourceBlend = true;
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g_Config.backend_info.bSupportsDualSourceBlend = true;
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g_Config.backend_info.bSupportsFormatReinterpretation = true;
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g_Config.backend_info.bSupportsFormatReinterpretation = true;
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g_Config.backend_info.bSupportsPixelLighting = true;
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g_Config.backend_info.bSupportsPixelLighting = true;
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g_Config.backend_info.bSupportsPrimitiveRestart = false; // TODO: dx11 does support it, but it isn't implemented
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g_Config.backend_info.bSupportsPrimitiveRestart = true;
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IDXGIFactory* factory;
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IDXGIFactory* factory;
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IDXGIAdapter* ad;
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IDXGIAdapter* ad;
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