wined3d: Explicitly bind frag data location for fragment 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>
This commit is contained in:
Józef Kucia 2017-04-12 12:42:27 +02:00 committed by Alexandre Julliard
parent f9f75d251a
commit 9ddc01e0c1
2 changed files with 9 additions and 1 deletions

View File

@ -3172,6 +3172,7 @@ static void load_gl_funcs(struct wined3d_gl_info *gl_info)
USE_GL_FUNC(glBeginTransformFeedback) /* OpenGL 3.0 */
USE_GL_FUNC(glBindAttribLocation) /* OpenGL 2.0 */
USE_GL_FUNC(glBindBuffer) /* OpenGL 1.5 */
USE_GL_FUNC(glBindFragDataLocation) /* OpenGL 3.0 */
USE_GL_FUNC(glBindVertexArray) /* OpenGL 3.0 */
USE_GL_FUNC(glBlendColor) /* OpenGL 1.4 */
USE_GL_FUNC(glBlendEquation) /* OpenGL 1.4 */
@ -3305,6 +3306,7 @@ static void load_gl_funcs(struct wined3d_gl_info *gl_info)
MAP_GL_FUNCTION(glBeginQuery, glBeginQueryARB);
MAP_GL_FUNCTION(glBindAttribLocation, glBindAttribLocationARB);
MAP_GL_FUNCTION(glBindBuffer, glBindBufferARB);
MAP_GL_FUNCTION(glBindFragDataLocation, glBindFragDataLocationEXT);
MAP_GL_FUNCTION(glBlendColor, glBlendColorEXT);
MAP_GL_FUNCTION(glBlendEquation, glBlendEquationEXT);
MAP_GL_FUNCTION(glBlendEquationSeparate, glBlendEquationSeparateEXT);

View File

@ -9254,7 +9254,7 @@ static void set_glsl_shader_program(const struct wined3d_context *context, const
{
/* Bind vertex attributes to a corresponding index number to match
* the same index numbers as ARB_vertex_programs (makes loading
* vertex attributes simpler). With this method, we can use the
* vertex attributes simpler). With this method, we can use the
* exact same code to load the attributes later for both ARB and
* GLSL shaders.
*
@ -9279,6 +9279,12 @@ static void set_glsl_shader_program(const struct wined3d_context *context, const
}
checkGLcall("glBindAttribLocation");
string_buffer_release(&priv->string_buffers, tmp_name);
if (!needs_legacy_glsl_syntax(gl_info))
{
GL_EXTCALL(glBindFragDataLocation(program_id, 0, "ps_out"));
checkGLcall("glBindFragDataLocation");
}
}
if (gshader)