forked from ShuriZma/suyu
gl_rasterizer: Allow rendering without fragment shader
Rendering without a fragment shader is usually used in depth-only passes.
This commit is contained in:
parent
5619d24377
commit
5b989f189f
|
@ -271,6 +271,9 @@ void RasterizerOpenGL::SetupShaders(GLenum primitive_mode) {
|
|||
case Maxwell::ShaderProgram::Geometry:
|
||||
shader_program_manager->UseTrivialGeometryShader();
|
||||
break;
|
||||
case Maxwell::ShaderProgram::Fragment:
|
||||
shader_program_manager->UseTrivialFragmentShader();
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
|
|
|
@ -50,6 +50,10 @@ public:
|
|||
current_state.geometry_shader = 0;
|
||||
}
|
||||
|
||||
void UseTrivialFragmentShader() {
|
||||
current_state.fragment_shader = 0;
|
||||
}
|
||||
|
||||
private:
|
||||
struct PipelineState {
|
||||
bool operator==(const PipelineState& rhs) const {
|
||||
|
|
Loading…
Reference in New Issue