mirror of https://github.com/PCSX2/pcsx2.git
gsdx-ogl: support accurate blending without geometry shader
For the Mesa driver
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@ -357,14 +357,13 @@ void GSRendererOGL::SendDraw(bool require_barrier)
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gl_TextureBarrier();
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gl_TextureBarrier();
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dev->DrawIndexedPrimitive();
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dev->DrawIndexedPrimitive();
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} else {
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} else {
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ASSERT(GLLoader::found_geometry_shader);
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// FIXME: Investigate: a dynamic check to pack as many primitives as possibles
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// FIXME: Investigate: a dynamic check to pack as many primitives as possibles
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// I'm nearly sure GSdx already have this kind of code (maybe we can adapt GSDirtyRect)
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// I'm nearly sure GSdx already have this kind of code (maybe we can adapt GSDirtyRect)
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size_t nb_vertex;
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size_t nb_vertex;
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switch (m_vt.m_primclass) {
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switch (m_vt.m_primclass) {
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case GS_TRIANGLE_CLASS: nb_vertex = 3; break;
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case GS_TRIANGLE_CLASS: nb_vertex = 3; break;
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case GS_POINT_CLASS: nb_vertex = 1; break;
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case GS_POINT_CLASS: nb_vertex = 1; break;
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case GS_SPRITE_CLASS: nb_vertex = (GLLoader::found_geometry_shader) ? 2 : 6; break;
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default: nb_vertex = 2; break;
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default: nb_vertex = 2; break;
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}
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}
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