wined3d: Pass correct input count to shader_glsl_setup_sm3_rasterizer_input().
We declare min(vec4_varyings(4, gl_info), input_count) shader outputs. 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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@ -6791,8 +6791,9 @@ static void shader_glsl_generate_sm4_rasterizer_input_setup(struct shader_glsl_p
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{
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{
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struct wined3d_string_buffer *buffer = &priv->shader_buffer;
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struct wined3d_string_buffer *buffer = &priv->shader_buffer;
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input_count = min(vec4_varyings(4, gl_info), input_count);
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if (input_count)
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if (input_count)
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declare_out_varying(gl_info, buffer, FALSE, "vec4 ps_link[%u];\n", min(vec4_varyings(4, gl_info), input_count));
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declare_out_varying(gl_info, buffer, FALSE, "vec4 ps_link[%u];\n", input_count);
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shader_addline(buffer, "void setup_%s_output(in vec4 outputs[%u])\n{\n",
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shader_addline(buffer, "void setup_%s_output(in vec4 outputs[%u])\n{\n",
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shader_glsl_get_prefix(shader->reg_maps.shader_version.type), shader->limits->packed_output);
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shader_glsl_get_prefix(shader->reg_maps.shader_version.type), shader->limits->packed_output);
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