Commit 88829e84 by Austin Kinross Committed by Jamie Madill

Don't compile D3D geometry shader when using instanced point emulation

If ANGLE is using instanced point sprites (e.g. on Feature Level 9_3) then it still tries to compile the point sprite geometry shader. It shouldn't do this. Change-Id: I6e7753dd337c385893fc4bea6c8438aeaf5e8427 Reviewed-on: https://chromium-review.googlesource.com/321397 Tryjob-Request: Austin Kinross <aukinros@microsoft.com> Tested-by: 's avatarAustin Kinross <aukinros@microsoft.com> Reviewed-by: 's avatarCorentin Wallez <cwallez@chromium.org> Reviewed-by: 's avatarJamie Madill <jmadill@chromium.org>
parent a433388d
......@@ -1242,9 +1242,8 @@ gl::Error ProgramD3D::getGeometryExecutableForPrimitiveType(const gl::Data &data
*outExecutable = nullptr;
}
// We only uses a geometry shader for point sprite emulation, or for fixing the provoking
// vertex problem. Otherwise, return a null shader.
if (drawMode != GL_POINTS && !mUsesFlatInterpolation)
// Return a null shader if the current rendering doesn't use a geometry shader
if (!usesGeometryShader(drawMode))
{
return gl::Error(GL_NO_ERROR);
}
......
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