wined3d: Generate geometry shader outputs when NULL pixel shader is used.
In preparation for stream output. 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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@ -7063,7 +7063,7 @@ static GLuint shader_glsl_generate_geometry_shader(const struct wined3d_context
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shader_generate_glsl_declarations(context, buffer, shader, reg_maps, &priv_ctx);
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if (!gl_info->supported[ARB_CLIP_CONTROL])
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shader_addline(buffer, "uniform vec4 pos_fixup;\n");
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shader_glsl_generate_sm4_rasterizer_input_setup(priv, shader, args->ps_input_count, gl_info);
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shader_glsl_generate_sm4_rasterizer_input_setup(priv, shader, args->output_count, gl_info);
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shader_addline(buffer, "void main()\n{\n");
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if (FAILED(shader_generate_main(shader, buffer, reg_maps, &priv_ctx)))
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return 0;
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@ -3407,8 +3407,8 @@ static HRESULT geometry_shader_init(struct wined3d_shader *shader, struct wined3
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void find_gs_compile_args(const struct wined3d_state *state, const struct wined3d_shader *shader,
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struct gs_compile_args *args)
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{
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args->ps_input_count = state->shader[WINED3D_SHADER_TYPE_PIXEL]
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? state->shader[WINED3D_SHADER_TYPE_PIXEL]->limits->packed_input : 0;
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args->output_count = state->shader[WINED3D_SHADER_TYPE_PIXEL]
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? state->shader[WINED3D_SHADER_TYPE_PIXEL]->limits->packed_input : shader->limits->packed_output;
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}
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void find_ps_compile_args(const struct wined3d_state *state, const struct wined3d_shader *shader,
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@ -1312,7 +1312,7 @@ struct vs_compile_args
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struct gs_compile_args
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{
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unsigned int ps_input_count;
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unsigned int output_count;
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};
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struct wined3d_context;
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