GPU: Use skinned position always in bounding check.

Meanwhile, move to a flag on decoder options instead of global check.
This commit is contained in:
Unknown W. Brackets
2022-11-06 08:09:01 -08:00
parent a5d3af9cb0
commit 66472c39ce
9 changed files with 31 additions and 15 deletions
+2 -2
View File
@@ -507,7 +507,7 @@ void DrawEngineCommon::SubmitCurve(const void *control_points, const void *indic
if (indices)
GetIndexBounds(indices, num_points, vertType, &index_lower_bound, &index_upper_bound);
VertexDecoder *origVDecoder = GetVertexDecoder(GetVertTypeID(vertType, gstate.getUVGenMode()));
VertexDecoder *origVDecoder = GetVertexDecoder(GetVertTypeID(vertType, gstate.getUVGenMode(), decOptions_.applySkinInDecode));
*bytesRead = num_points * origVDecoder->VertexSize();
// Simplify away bones and morph before proceeding
@@ -572,7 +572,7 @@ void DrawEngineCommon::SubmitCurve(const void *control_points, const void *indic
gstate_c.uv.vOff = 0;
}
uint32_t vertTypeID = GetVertTypeID(vertTypeWithIndex16, gstate.getUVGenMode());
uint32_t vertTypeID = GetVertTypeID(vertTypeWithIndex16, gstate.getUVGenMode(), decOptions_.applySkinInDecode);
int generatedBytesRead;
if (output.count)
DispatchSubmitPrim(output.vertices, output.indices, PatchPrimToPrim(surface.primType), output.count, vertTypeID, gstate.getCullMode(), &generatedBytesRead);