We need to handle the leading vertex information when
assembling primitives for the geometry shader otherwise
the resulting triangles will have vertices at incorrect
input locations.
Signed-off-by: Zack Rusin <zackr@vmware.com>
Reviewed-by: José Fonseca <jfonseca@vmware.com>
const unsigned prim_flags = input_prims->flags; \
const unsigned count = input_prims->count; \
const boolean quads_flatshade_last = FALSE; \
- const boolean last_vertex_last = TRUE; \
+ const boolean last_vertex_last = !gs->draw->rasterizer->flatshade_first; \
do { \
debug_assert(input_prims->primitive_count == 1); \
switch (prim) { \