[spline/bezier]Avoid to set shader id bits if option of hardware tessellation is off.

This commit is contained in:
xebra 2017-01-22 23:47:19 +09:00 committed by Henrik Rydgård
parent de253a6aef
commit b436aef32a

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@ -132,11 +132,13 @@ void ComputeVertexShaderID(ShaderID *id_out, u32 vertType, bool useHWTransform)
id.SetBit(VS_BIT_NORM_REVERSE, gstate.areNormalsReversed());
id.SetBit(VS_BIT_HAS_TEXCOORD, hasTexcoord);
id.SetBit(VS_BIT_BEZIER, doBezier);
id.SetBit(VS_BIT_SPLINE, doSpline);
id.SetBit(VS_BIT_HAS_COLOR_TESS, hasColorTess);
id.SetBit(VS_BIT_HAS_TEXCOORD_TESS, hasTexcoordTess);
id.SetBit(VS_BIT_NORM_REVERSE_TESS, gstate.isPatchNormalsReversed());
if (g_Config.bHardwareTessellation) {
id.SetBit(VS_BIT_BEZIER, doBezier);
id.SetBit(VS_BIT_SPLINE, doSpline);
id.SetBit(VS_BIT_HAS_COLOR_TESS, hasColorTess);
id.SetBit(VS_BIT_HAS_TEXCOORD_TESS, hasTexcoordTess);
id.SetBit(VS_BIT_NORM_REVERSE_TESS, gstate.isPatchNormalsReversed());
}
}
id.SetBit(VS_BIT_FLATSHADE, doFlatShading);