wined3d: Use the output signature to setup SM4 vertex shader output semantics.

This commit is contained in:
Henri Verbeet 2009-05-28 08:44:21 +02:00 committed by Alexandre Julliard
parent 2fdbeefc96
commit 3925cd5f15
1 changed files with 11 additions and 0 deletions

View File

@ -246,6 +246,7 @@ static HRESULT WINAPI IWineD3DVertexShaderImpl_SetFunction(IWineD3DVertexShader
IWineD3DVertexShaderImpl *This =(IWineD3DVertexShaderImpl *)iface;
IWineD3DDeviceImpl *deviceImpl = (IWineD3DDeviceImpl *) This->baseShader.device;
const struct wined3d_shader_frontend *fe;
unsigned int i;
HRESULT hr;
shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
@ -281,6 +282,16 @@ static HRESULT WINAPI IWineD3DVertexShaderImpl_SetFunction(IWineD3DVertexShader
pFunction, GL_LIMITS(vshader_constantsF));
if (hr != WINED3D_OK) return hr;
if (output_signature)
{
for (i = 0; i < output_signature->element_count; ++i)
{
struct wined3d_shader_signature_element *e = &output_signature->elements[i];
reg_maps->output_registers |= 1 << e->register_idx;
This->output_signature[e->register_idx] = *e;
}
}
vshader_set_limits(This);
if(deviceImpl->vs_selected_mode == SHADER_ARB &&