mirror of https://github.com/PCSX2/pcsx2.git
gsdx ogl: fix bad interaction between accurate blending and geometry shader
Recent optimization allow to use triangle to render sprite even when gs is supported close #1574
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@ -1010,7 +1010,7 @@ void GSRendererOGL::SendDraw()
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glTextureBarrier();
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glTextureBarrier();
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dev->DrawIndexedPrimitive();
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dev->DrawIndexedPrimitive();
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} else if (m_vt.m_primclass == GS_SPRITE_CLASS) {
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} else if (m_vt.m_primclass == GS_SPRITE_CLASS) {
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size_t nb_vertex = (GLLoader::found_geometry_shader) ? 2 : 6;
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size_t nb_vertex = (m_gs_sel.sprite == 1) ? 2 : 6;
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GL_PUSH("Split the draw (SPRITE)");
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GL_PUSH("Split the draw (SPRITE)");
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