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:Geoff Lang <geofflang@chromium.org> Tested-by:
Jamie Madill <jmadill@chromium.org>
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| Float16ToFloat32.cpp | Loading commit data... | |
| Float16ToFloat32.py | Loading commit data... | |
| MemoryBuffer.cpp | Loading commit data... | |
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| angleutils.cpp | Loading commit data... | |
| angleutils.h | Loading commit data... | |
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| matrix_utils_unittest.cpp | Loading commit data... | |
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| string_utils_unittest.cpp | Loading commit data... | |
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