wined3d: Slightly improve formatting of generated GLSL shader interfaces.
Signed-off-by: Matteo Bruni <mbruni@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -2174,9 +2174,9 @@ static const char *shader_glsl_interpolation_qualifiers(enum wined3d_shader_inte
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switch (mode)
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{
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case WINED3DSIM_CONSTANT:
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return "flat";
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return "flat ";
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case WINED3DSIM_LINEAR_NOPERSPECTIVE:
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return "noperspective";
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return "noperspective ";
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default:
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FIXME("Unhandled interpolation mode %#x.\n", mode);
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case WINED3DSIM_NONE:
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@ -2207,7 +2207,7 @@ static void shader_glsl_declare_shader_inputs(const struct wined3d_gl_info *gl_i
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for (i = 0; i < element_count; ++i)
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{
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mode = wined3d_extract_interpolation_mode(interpolation_mode, i);
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shader_addline(buffer, "%s vec4 reg%u;\n", shader_glsl_interpolation_qualifiers(mode), i);
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shader_addline(buffer, " %svec4 reg%u;\n", shader_glsl_interpolation_qualifiers(mode), i);
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}
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shader_addline(buffer, "} shader_in;\n");
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}
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@ -2242,7 +2242,7 @@ static void shader_glsl_declare_shader_outputs(const struct wined3d_gl_info *gl_
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mode = wined3d_extract_interpolation_mode(interpolation_mode, i);
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interpolation_qualifiers = shader_glsl_interpolation_qualifiers(mode);
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}
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shader_addline(buffer, "%s vec4 reg%u;\n", interpolation_qualifiers, i);
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shader_addline(buffer, " %svec4 reg%u;\n", interpolation_qualifiers, i);
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}
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shader_addline(buffer, "} shader_out;\n");
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}
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