wined3d: Implement SV_VertexID in GLSL backend.
Signed-off-by: Józef Kucia <jkucia@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -1914,7 +1914,10 @@ static void shader_generate_glsl_declarations(const struct wined3d_context *cont
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for (i = 0; i < shader->input_signature.element_count; ++i)
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{
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const struct wined3d_shader_signature_element *e = &shader->input_signature.elements[i];
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if (e->sysval_semantic == WINED3D_SV_INSTANCE_ID)
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if (e->sysval_semantic == WINED3D_SV_VERTEX_ID)
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shader_addline(buffer, "vec4 %s_in%u = vec4(intBitsToFloat(gl_VertexID), 0.0, 0.0, 0.0);\n",
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prefix, e->register_idx);
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else if (e->sysval_semantic == WINED3D_SV_INSTANCE_ID)
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shader_addline(buffer, "vec4 %s_in%u = vec4(intBitsToFloat(gl_InstanceID), 0.0, 0.0, 0.0);\n",
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prefix, e->register_idx);
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else
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