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>
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@ -3172,6 +3172,7 @@ static void load_gl_funcs(struct wined3d_gl_info *gl_info)
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USE_GL_FUNC(glBeginTransformFeedback) /* OpenGL 3.0 */
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USE_GL_FUNC(glBindAttribLocation) /* OpenGL 2.0 */
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USE_GL_FUNC(glBindBuffer) /* OpenGL 1.5 */
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USE_GL_FUNC(glBindFragDataLocation) /* OpenGL 3.0 */
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USE_GL_FUNC(glBindVertexArray) /* OpenGL 3.0 */
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USE_GL_FUNC(glBlendColor) /* OpenGL 1.4 */
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USE_GL_FUNC(glBlendEquation) /* OpenGL 1.4 */
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@ -3305,6 +3306,7 @@ static void load_gl_funcs(struct wined3d_gl_info *gl_info)
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MAP_GL_FUNCTION(glBeginQuery, glBeginQueryARB);
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MAP_GL_FUNCTION(glBindAttribLocation, glBindAttribLocationARB);
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MAP_GL_FUNCTION(glBindBuffer, glBindBufferARB);
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MAP_GL_FUNCTION(glBindFragDataLocation, glBindFragDataLocationEXT);
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MAP_GL_FUNCTION(glBlendColor, glBlendColorEXT);
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MAP_GL_FUNCTION(glBlendEquation, glBlendEquationEXT);
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MAP_GL_FUNCTION(glBlendEquationSeparate, glBlendEquationSeparateEXT);
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@ -9254,7 +9254,7 @@ static void set_glsl_shader_program(const struct wined3d_context *context, const
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{
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/* Bind vertex attributes to a corresponding index number to match
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* the same index numbers as ARB_vertex_programs (makes loading
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* vertex attributes simpler). With this method, we can use the
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* vertex attributes simpler). With this method, we can use the
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* exact same code to load the attributes later for both ARB and
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* GLSL shaders.
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*
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@ -9279,6 +9279,12 @@ static void set_glsl_shader_program(const struct wined3d_context *context, const
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}
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checkGLcall("glBindAttribLocation");
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string_buffer_release(&priv->string_buffers, tmp_name);
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if (!needs_legacy_glsl_syntax(gl_info))
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{
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GL_EXTCALL(glBindFragDataLocation(program_id, 0, "ps_out"));
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checkGLcall("glBindFragDataLocation");
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}
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}
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if (gshader)
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