mirror of https://github.com/PCSX2/pcsx2.git
gsdx-ogl: add the code to handle point and line in SW blending
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@ -351,13 +351,16 @@ void GSRendererOGL::SendDraw(bool require_barrier)
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if (!require_barrier || (m_prim_overlap == PRIM_OVERLAP_NO)) {
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if (!require_barrier || (m_prim_overlap == PRIM_OVERLAP_NO)) {
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dev->DrawIndexedPrimitive();
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dev->DrawIndexedPrimitive();
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} else {
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} else {
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ASSERT(m_vt.m_primclass != GS_POINT_CLASS);
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ASSERT(m_vt.m_primclass != GS_LINE_CLASS);
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ASSERT(GLLoader::found_geometry_shader);
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ASSERT(GLLoader::found_geometry_shader);
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// FIXME: Investigate: a dynamic check to pack as many primitives as possibles
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// FIXME: Investigate: a dynamic check to pack as many primitives as possibles
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// I'm nearly sure GSdx already have this kind of code (maybe we can adapt GSDirtyRect)
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// I'm nearly sure GSdx already have this kind of code (maybe we can adapt GSDirtyRect)
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size_t nb_vertex = (m_vt.m_primclass == GS_TRIANGLE_CLASS) ? 3 : 2;
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size_t nb_vertex;
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switch (m_vt.m_primclass) {
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case GS_TRIANGLE_CLASS: nb_vertex = 3; break;
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case GS_POINT_CLASS: nb_vertex = 1; break;
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default: nb_vertex = 2; break;
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}
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GL_PUSH("Split the draw");
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GL_PUSH("Split the draw");
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