Initial pass at pointsprites. Needs a lot more work.
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@@ -139,12 +139,12 @@ int D3D11GraphicsDriver::SetupDraw(XE_GPU_PRIMITIVE_TYPE prim_type) {
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switch (prim_type) {
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case XE_GPU_PRIMITIVE_TYPE_POINT_LIST:
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primitive_topology = D3D_PRIMITIVE_TOPOLOGY_POINTLIST;
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//if (state_.vertex_shader) {
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// if (state_.vertex_shader->DemandGeometryShader(
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// D3D11VertexShader::POINT_SPRITE_SHADER, &geometry_shader)) {
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// return 1;
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// }
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//}
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if (state_.vertex_shader) {
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if (state_.vertex_shader->DemandGeometryShader(
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D3D11VertexShader::POINT_SPRITE_SHADER, &geometry_shader)) {
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return 1;
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}
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}
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break;
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case XE_GPU_PRIMITIVE_TYPE_LINE_LIST:
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primitive_topology = D3D_PRIMITIVE_TOPOLOGY_LINELIST;
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