mirror of https://github.com/PCSX2/pcsx2.git
gsdx-ogl: add the code to handle point and line in SW blending
This commit is contained in:
parent
a85894e159
commit
01a1b1a5e6
|
@ -351,13 +351,16 @@ void GSRendererOGL::SendDraw(bool require_barrier)
|
|||
if (!require_barrier || (m_prim_overlap == PRIM_OVERLAP_NO)) {
|
||||
dev->DrawIndexedPrimitive();
|
||||
} else {
|
||||
ASSERT(m_vt.m_primclass != GS_POINT_CLASS);
|
||||
ASSERT(m_vt.m_primclass != GS_LINE_CLASS);
|
||||
ASSERT(GLLoader::found_geometry_shader);
|
||||
|
||||
// FIXME: Investigate: a dynamic check to pack as many primitives as possibles
|
||||
// I'm nearly sure GSdx already have this kind of code (maybe we can adapt GSDirtyRect)
|
||||
size_t nb_vertex = (m_vt.m_primclass == GS_TRIANGLE_CLASS) ? 3 : 2;
|
||||
size_t nb_vertex;
|
||||
switch (m_vt.m_primclass) {
|
||||
case GS_TRIANGLE_CLASS: nb_vertex = 3; break;
|
||||
case GS_POINT_CLASS: nb_vertex = 1; break;
|
||||
default: nb_vertex = 2; break;
|
||||
}
|
||||
|
||||
GL_PUSH("Split the draw");
|
||||
|
||||
|
|
Loading…
Reference in New Issue