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authorBrian Paul <[email protected]>2015-10-16 16:12:19 -0600
committerBrian Paul <[email protected]>2015-10-22 17:19:20 -0600
commit129d34da494840628b2bb1cbb6397d50dab3c999 (patch)
tree9064b2b6cf130588332dbfaa834e44d7d3bf7c37 /src/hgl/GLRendererRoster.h
parent1082735bb69e9f64cb3991a52f0e270902917855 (diff)
svga: avoid provoking vertex conversion when possible
Provoking vertex comes into play when doing flat shading. But if we know that all fragments in a primitive are the same color, the provoking vertex doesn't matter. Check for that case and use whichever provoking vertex convention is supported by the device. This avoids generating an index buffer to do the PV conversion. Reviewed-by: Charmaine Lee <[email protected]> Reviewed-by: José Fonseca <[email protected]>
Diffstat (limited to 'src/hgl/GLRendererRoster.h')
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