GeometryShaderGen: Support multiple primitive types.

And make more stereoscopy code optional.
This commit is contained in:
Jules Blok
2014-12-14 22:27:09 +01:00
parent 887c669c28
commit 382e1c22db
4 changed files with 53 additions and 34 deletions

View File

@ -12,7 +12,6 @@
#include "VideoBackends/D3D/VertexShaderCache.h"
#include "VideoCommon/BoundingBox.h"
#include "VideoCommon/BPMemory.h"
#include "VideoCommon/Debugger.h"
#include "VideoCommon/IndexGenerator.h"
#include "VideoCommon/MainBase.h"
@ -122,10 +121,6 @@ void VertexManager::PrepareDrawBuffers(u32 stride)
ADDSTAT(stats.thisFrame.bytesIndexStreamed, indexBufferSize);
}
static const float LINE_PT_TEX_OFFSETS[8] = {
0.f, 0.0625f, 0.125f, 0.25f, 0.5f, 1.f, 1.f, 1.f
};
void VertexManager::Draw(u32 stride)
{
u32 components = VertexLoaderManager::GetCurrentVertexFormat()->m_components;