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  • angle
  • src
  • common
  • angleutils.h
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  • Jamie Madill's avatar
    D3D11: Add dynamic geometry shaders. · 4e31ad55
    Jamie Madill authored Oct 29, 2015
    The geometry shader we want will depend on our current draw mode, and
    if we're using flat shading in the shader. Without flat shading, we'll
    still be using them only for point sprites, but for other primitive
    types with flat shading enabled, we'll be using them to correct the
    provoking vertex order with D3D11.
    
    Note: no new features in this CL, those are turned on in follow-ups.
    
    BUG=angleproject:754
    
    Change-Id: Iabf13ffd582f5a7200ee0df5aa9c3671aa7b6ed4
    Reviewed-on: https://chromium-review.googlesource.com/309154Reviewed-by: 's avatarGeoff Lang <geofflang@chromium.org>
    Tested-by: 's avatarJamie Madill <jmadill@chromium.org>
    4e31ad55
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