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d3d12: Don't use a vertex re-ordering GS for line primitives
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/30903>
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1 changed files with 3 additions and 1 deletions
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@ -470,6 +470,8 @@ needs_vertex_reordering(struct d3d12_selection_context *sel_ctx, const struct pi
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return false;
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/* TODO add support for line primitives */
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if (u_reduced_prim((mesa_prim)dinfo->mode) == MESA_PRIM_LINES)
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return false;
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/* When flat shading a triangle and provoking vertex is not the first one, we use load_at_vertex.
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If not available for this adapter, or if it's a triangle strip, we need to reorder the vertices */
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@ -657,7 +659,7 @@ validate_geometry_shader_variant(struct d3d12_selection_context *sel_ctx)
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} else if (sel_ctx->needs_point_sprite_lowering) {
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key.passthrough = true;
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} else if (sel_ctx->needs_vertex_reordering) {
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/* TODO support cases where flat shading (pv != 0) and xfb are enabled */
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/* TODO support cases where flat shading (pv != 0) and xfb are enabled, or lines */
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key.provoking_vertex = sel_ctx->provoking_vertex;
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key.alternate_tri = sel_ctx->alternate_tri;
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}
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