From ec007ac8d01ed70b915fde4909181a033abeae59 Mon Sep 17 00:00:00 2001 From: Gregory Hainaut Date: Sat, 1 Aug 2015 13:26:15 +0200 Subject: [PATCH] gsdx-ogl: support accurate blending without geometry shader For the Mesa driver --- plugins/GSdx/GSRendererOGL.cpp | 5 ++--- 1 file changed, 2 insertions(+), 3 deletions(-) diff --git a/plugins/GSdx/GSRendererOGL.cpp b/plugins/GSdx/GSRendererOGL.cpp index 1984bcfaf1..c70b66f1c5 100644 --- a/plugins/GSdx/GSRendererOGL.cpp +++ b/plugins/GSdx/GSRendererOGL.cpp @@ -357,14 +357,13 @@ void GSRendererOGL::SendDraw(bool require_barrier) gl_TextureBarrier(); dev->DrawIndexedPrimitive(); } else { - 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; switch (m_vt.m_primclass) { case GS_TRIANGLE_CLASS: nb_vertex = 3; break; - case GS_POINT_CLASS: nb_vertex = 1; break; + case GS_POINT_CLASS: nb_vertex = 1; break; + case GS_SPRITE_CLASS: nb_vertex = (GLLoader::found_geometry_shader) ? 2 : 6; break; default: nb_vertex = 2; break; }