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DX11: Don't apply culling to lines and points. Fixes Metroid Prime beam-charging effects.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7346 8ced0084-cf51-0410-be5f-012b33b47a6e
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3 changed files with 30 additions and 0 deletions
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@ -26,6 +26,7 @@
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#include "MainBase.h"
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#include "PixelShaderManager.h"
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#include "RenderBase.h"
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#include "Render.h"
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#include "Statistics.h"
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#include "TextureCacheBase.h"
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#include "VertexShaderManager.h"
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@ -147,6 +148,9 @@ void VertexManager::Draw(UINT stride)
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D3D::context->DrawIndexed(IndexGenerator::GetTriangleindexLen(), m_triangleDrawIndex, 0);
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INCSTAT(stats.thisFrame.numIndexedDrawCalls);
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}
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// Disable culling for lines and points
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if (IndexGenerator::GetNumLines() > 0 || IndexGenerator::GetNumPoints() > 0)
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((DX11::Renderer*)g_renderer)->ApplyCullDisable();
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if (IndexGenerator::GetNumLines() > 0)
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{
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float lineWidth = float(bpmem.lineptwidth.linesize) / 6.f;
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@ -175,6 +179,8 @@ void VertexManager::Draw(UINT stride)
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D3D::context->GSSetShader(NULL, NULL, 0);
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}
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}
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if (IndexGenerator::GetNumLines() > 0 || IndexGenerator::GetNumPoints() > 0)
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((DX11::Renderer*)g_renderer)->RestoreCull();
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}
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void VertexManager::vFlush()
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