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Just pulled latest code, its still going into non-fastpath using GS which is very slow compared to true VPRT vertex+pixel only path.
Code even asserts so:
in programd3d.cpp
#ifdef ANGLE_ENABLE_WINDOWS_HOLOGRAPHIC
// rendering holographically using instancing
// uses a pass-through geometry shader
if (rx::HolographicNativeWindow::IsInitialized())
{
// rendering holographically using instancing
// TODO: create a shader EXE for each type of GL_geometry, pick one depending on the state at draw time
getGeometryExecutableForPrimitiveType(data, GL_TRIANGLES, &pointGS, &infoLog);
ASSERT(pointGS);
// Geometry shaders are currently only used internally, so there is no corresponding shader
// object at the interface level. For now the geometry shader debug info is prepended to
// the vertex shader.
vertexShaderD3D->appendDebugInfo("// GEOMETRY SHADER BEGIN\n\n");
vertexShaderD3D->appendDebugInfo(pointGS->getDebugInfo());
vertexShaderD3D->appendDebugInfo("\nGEOMETRY SHADER END\n\n\n");
}
#endif
I verified that it is indeed setting a GS for my draw calls.
doublerebel