mirror of https://github.com/PCSX2/pcsx2.git
gsdx:d3d11: Fix incorrect geometry shader use
The sprite geometry shader was still being used even if the sprites were converted on the CPUs. Convert all sprites using the GPU - the fix isn't ideal, but it'll likely have to do unless someone feels like porting over more of the OpenGL changes to the D3D11 renderer. Closes #1921.
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@ -70,14 +70,7 @@ void GSRendererDX11::SetupIA(const float& sx, const float& sy)
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break;
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break;
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case GS_SPRITE_CLASS:
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case GS_SPRITE_CLASS:
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if (!m_vt.m_accurate_stq && m_vertex.next > 32) { // <=> 16 sprites (based on Shadow Hearts)
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t = D3D11_PRIMITIVE_TOPOLOGY_LINELIST;
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t = D3D11_PRIMITIVE_TOPOLOGY_LINELIST;
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} else {
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Lines2Sprites();
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t = D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST;
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}
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break;
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break;
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case GS_TRIANGLE_CLASS:
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case GS_TRIANGLE_CLASS:
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