David Anderson 16a351a5e5 Use unit triangles for full polgyon shaders. (bug 1379314 part 1, r=mattwoodrow)
Previously, we submitted polygons as a list of triangles, duplicating
some ancillary data with each vertex. As we move away from constant
buffers for some of this ancillary data, it will bloat the size of each
vertex. To avoid this, we will now instance over a unit triangle
instead. Each instance contains three triangle coordinates and ancillary
data can be shared between them. The target vertex is computed similarly
to how we handle rects in the unit quad shaders.
2017-07-11 00:04:14 -07:00
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