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.
This commit is contained in:
Jonathan Li 2017-06-13 01:11:45 +01:00
parent 8b245c12ad
commit 4a562401dc
1 changed files with 1 additions and 8 deletions

View File

@ -70,14 +70,7 @@ void GSRendererDX11::SetupIA(const float& sx, const float& sy)
break; break;
case GS_SPRITE_CLASS: case GS_SPRITE_CLASS:
if (!m_vt.m_accurate_stq && m_vertex.next > 32) { // <=> 16 sprites (based on Shadow Hearts) t = D3D11_PRIMITIVE_TOPOLOGY_LINELIST;
t = D3D11_PRIMITIVE_TOPOLOGY_LINELIST;
} else {
Lines2Sprites();
t = D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST;
}
break; break;
case GS_TRIANGLE_CLASS: case GS_TRIANGLE_CLASS: