Skip to content

Commit

Permalink
gsdx:d3d11: Fix incorrect geometry shader use
Browse files Browse the repository at this point in the history
The sprite geometry shader was still being used even if the sprites were
converted on the CPUs.

Convert all sprites using the GPU - the fix isn't ideal, but it'll
likely have to do unless someone feels like porting over more of the
OpenGL changes to the D3D11 renderer.

Closes #1921.
  • Loading branch information
turtleli committed Jun 13, 2017
1 parent 8b245c1 commit 4a56240
Showing 1 changed file with 1 addition and 8 deletions.
9 changes: 1 addition & 8 deletions plugins/GSdx/GSRendererDX11.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -70,14 +70,7 @@ void GSRendererDX11::SetupIA(const float& sx, const float& sy)

break;
case GS_SPRITE_CLASS:
if (!m_vt.m_accurate_stq && m_vertex.next > 32) { // <=> 16 sprites (based on Shadow Hearts)

t = D3D11_PRIMITIVE_TOPOLOGY_LINELIST;
} else {
Lines2Sprites();

t = D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST;
}
t = D3D11_PRIMITIVE_TOPOLOGY_LINELIST;
break;
case GS_TRIANGLE_CLASS:

Expand Down

0 comments on commit 4a56240

Please sign in to comment.