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GPU: Use skinned position always in bounding check.
Meanwhile, move to a flag on decoder options instead of global check.
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@@ -507,7 +507,7 @@ void DrawEngineCommon::SubmitCurve(const void *control_points, const void *indic
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if (indices)
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GetIndexBounds(indices, num_points, vertType, &index_lower_bound, &index_upper_bound);
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VertexDecoder *origVDecoder = GetVertexDecoder(GetVertTypeID(vertType, gstate.getUVGenMode()));
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VertexDecoder *origVDecoder = GetVertexDecoder(GetVertTypeID(vertType, gstate.getUVGenMode(), decOptions_.applySkinInDecode));
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*bytesRead = num_points * origVDecoder->VertexSize();
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// Simplify away bones and morph before proceeding
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@@ -572,7 +572,7 @@ void DrawEngineCommon::SubmitCurve(const void *control_points, const void *indic
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gstate_c.uv.vOff = 0;
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}
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uint32_t vertTypeID = GetVertTypeID(vertTypeWithIndex16, gstate.getUVGenMode());
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uint32_t vertTypeID = GetVertTypeID(vertTypeWithIndex16, gstate.getUVGenMode(), decOptions_.applySkinInDecode);
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int generatedBytesRead;
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if (output.count)
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DispatchSubmitPrim(output.vertices, output.indices, PatchPrimToPrim(surface.primType), output.count, vertTypeID, gstate.getCullMode(), &generatedBytesRead);
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