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>
This commit is contained in:
Zack Rusin 2013-04-22 20:44:21 -04:00
parent addf00e2ad
commit 1a87473998
1 changed files with 1 additions and 1 deletions

View File

@ -10,7 +10,7 @@
const unsigned prim_flags = input_prims->flags; \
const unsigned count = input_prims->count; \
const boolean quads_flatshade_last = FALSE; \
const boolean last_vertex_last = TRUE; \
const boolean last_vertex_last = !gs->draw->rasterizer->flatshade_first; \
do { \
debug_assert(input_prims->primitive_count == 1); \
switch (prim) { \