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OGL: implement bounding box support with ssbo
This implemention tries to be as accurate as the old SW implemention, but it will remove the dependcy of our vertexloader on videosw.
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@ -171,7 +171,8 @@ void VertexLoader::CompileVertexTranslator()
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#endif
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// Get the pointer to this vertex's buffer data for the bounding box
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WriteCall(BoundingBox::SetVertexBufferPosition);
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if (!g_ActiveConfig.backend_info.bSupportsBBox)
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WriteCall(BoundingBox::SetVertexBufferPosition);
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// Colors
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const u64 col[2] = {m_VtxDesc.Color0, m_VtxDesc.Color1};
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@ -380,7 +381,8 @@ void VertexLoader::CompileVertexTranslator()
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}
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// Update the bounding box
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WriteCall(BoundingBox::Update);
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if (!g_ActiveConfig.backend_info.bSupportsBBox)
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WriteCall(BoundingBox::Update);
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if (m_VtxDesc.PosMatIdx)
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{
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@ -457,7 +459,8 @@ void VertexLoader::SetupRunVertices(const VAT& vat, int primitive, int const cou
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colElements[i] = m_VtxAttr.color[i].Elements;
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// Prepare bounding box
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BoundingBox::Prepare(vat, primitive, m_VtxDesc, m_native_vtx_decl);
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if (!g_ActiveConfig.backend_info.bSupportsBBox)
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BoundingBox::Prepare(vat, primitive, m_VtxDesc, m_native_vtx_decl);
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}
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void VertexLoader::ConvertVertices ( int count )
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