gsdx-ogl: support accurate blending without geometry shader

For the Mesa driver
This commit is contained in:
Gregory Hainaut 2015-08-01 13:26:15 +02:00
parent 8452d2ccfe
commit ec007ac8d0
1 changed files with 2 additions and 3 deletions

View File

@ -357,14 +357,13 @@ void GSRendererOGL::SendDraw(bool require_barrier)
gl_TextureBarrier(); gl_TextureBarrier();
dev->DrawIndexedPrimitive(); dev->DrawIndexedPrimitive();
} else { } else {
ASSERT(GLLoader::found_geometry_shader);
// FIXME: Investigate: a dynamic check to pack as many primitives as possibles // 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) // I'm nearly sure GSdx already have this kind of code (maybe we can adapt GSDirtyRect)
size_t nb_vertex; size_t nb_vertex;
switch (m_vt.m_primclass) { switch (m_vt.m_primclass) {
case GS_TRIANGLE_CLASS: nb_vertex = 3; break; 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; default: nb_vertex = 2; break;
} }