GeometryShaderGen: Pass the primitive type and always run the generator regardless of stereoscopy.

This commit is contained in:
Jules Blok
2014-12-14 19:41:16 +01:00
parent b406e4e1f2
commit aa4242fd9c
8 changed files with 28 additions and 32 deletions

View File

@ -142,11 +142,11 @@ void VertexManager::vFlush(bool useDstAlpha)
// the same pass as regular rendering.
if (useDstAlpha && dualSourcePossible)
{
ProgramShaderCache::SetShader(DSTALPHA_DUAL_SOURCE_BLEND, nativeVertexFmt->m_components);
ProgramShaderCache::SetShader(DSTALPHA_DUAL_SOURCE_BLEND, nativeVertexFmt->m_components, current_primitive_type);
}
else
{
ProgramShaderCache::SetShader(DSTALPHA_NONE, nativeVertexFmt->m_components);
ProgramShaderCache::SetShader(DSTALPHA_NONE, nativeVertexFmt->m_components, current_primitive_type);
}
// upload global constants
@ -160,7 +160,7 @@ void VertexManager::vFlush(bool useDstAlpha)
// run through vertex groups again to set alpha
if (useDstAlpha && !dualSourcePossible)
{
ProgramShaderCache::SetShader(DSTALPHA_ALPHA_PASS, nativeVertexFmt->m_components);
ProgramShaderCache::SetShader(DSTALPHA_ALPHA_PASS, nativeVertexFmt->m_components, current_primitive_type);
// only update alpha
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_TRUE);