wined3d: Generate geometry shader specific declarations in shader_glsl_generate_geometry_shader().
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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@ -2536,20 +2536,6 @@ static void shader_generate_glsl_declarations(const struct wined3d_context *cont
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if (version->major < 4)
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shader_addline(buffer, "void setup_vs_output(in vec4[%u]);\n", shader->limits->packed_output);
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}
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else if (version->type == WINED3D_SHADER_TYPE_GEOMETRY)
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{
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if (gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
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{
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shader_addline(buffer, "varying in vec4 gs_in[][%u];\n", shader->limits->packed_input);
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}
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else
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{
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shader_addline(buffer, "layout(%s) in;\n", glsl_primitive_type_from_d3d(shader->u.gs.input_type));
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shader_addline(buffer, "layout(%s, max_vertices = %u) out;\n",
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glsl_primitive_type_from_d3d(shader->u.gs.output_type), shader->u.gs.vertices_out);
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shader_addline(buffer, "in vs_gs_iface { vec4 gs_in[%u]; } gs_in[];\n", shader->limits->packed_input);
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}
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}
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/* Declare output register temporaries */
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if (shader->limits->packed_output)
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@ -7355,17 +7341,31 @@ static GLuint shader_glsl_generate_geometry_shader(const struct wined3d_context
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struct shader_glsl_ctx_priv priv_ctx;
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GLuint shader_id;
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memset(&priv_ctx, 0, sizeof(priv_ctx));
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priv_ctx.string_buffers = string_buffers;
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shader_glsl_add_version_declaration(buffer, gl_info, ®_maps->shader_version);
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shader_glsl_enable_extensions(buffer, gl_info);
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if (gl_info->supported[ARB_GEOMETRY_SHADER4])
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shader_addline(buffer, "#extension GL_ARB_geometry_shader4 : enable\n");
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memset(&priv_ctx, 0, sizeof(priv_ctx));
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priv_ctx.string_buffers = string_buffers;
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shader_generate_glsl_declarations(context, buffer, shader, reg_maps, &priv_ctx);
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if (gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
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{
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shader_addline(buffer, "varying in vec4 gs_in[][%u];\n", shader->limits->packed_input);
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}
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else
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{
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shader_addline(buffer, "layout(%s) in;\n", glsl_primitive_type_from_d3d(shader->u.gs.input_type));
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shader_addline(buffer, "layout(%s, max_vertices = %u) out;\n",
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glsl_primitive_type_from_d3d(shader->u.gs.output_type), shader->u.gs.vertices_out);
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shader_addline(buffer, "in vs_gs_iface { vec4 gs_in[%u]; } gs_in[];\n", shader->limits->packed_input);
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}
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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->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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