draw/gs: preserve leading vertex info for gs
We need to handle the leading vertex information when assembling primitives for the geometry shader otherwise the resulting triangles will have vertices at incorrect input locations. Signed-off-by: Zack Rusin <zackr@vmware.com> Reviewed-by: José Fonseca <jfonseca@vmware.com>
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@ -10,7 +10,7 @@
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const unsigned prim_flags = input_prims->flags; \
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const unsigned count = input_prims->count; \
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const boolean quads_flatshade_last = FALSE; \
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const boolean last_vertex_last = TRUE; \
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const boolean last_vertex_last = !gs->draw->rasterizer->flatshade_first; \
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do { \
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debug_assert(input_prims->primitive_count == 1); \
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switch (prim) { \
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