wined3d: Fix FFP vertex shaders with ARB_explicit_attrib_location.

Signed-off-by: Matteo Bruni <mbruni@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Matteo Bruni 2016-06-01 23:16:52 +02:00 committed by Alexandre Julliard
parent 71f975f6bd
commit 785baaa94b
1 changed files with 5 additions and 0 deletions

View File

@ -6363,10 +6363,15 @@ static GLuint shader_glsl_generate_ffp_vertex_shader(struct shader_glsl_priv *pr
shader_addline(buffer, "%s\n", shader_glsl_get_version(gl_info, NULL));
if (shader_glsl_use_explicit_attrib_location(gl_info))
shader_addline(buffer, "#extension GL_ARB_explicit_attrib_location : enable\n");
for (i = 0; i < WINED3D_FFP_ATTRIBS_COUNT; ++i)
{
const char *type = i < ARRAY_SIZE(attrib_info) ? attrib_info[i].type : "vec4";
if (shader_glsl_use_explicit_attrib_location(gl_info))
shader_addline(buffer, "layout(location = %u) ", i);
shader_addline(buffer, "%s %s vs_in%u;\n", get_attribute_keyword(gl_info), type, i);
}
shader_addline(buffer, "\n");