wined3d: Generate variables for control point phase temporary registers.
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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@ -7582,6 +7582,8 @@ static GLuint shader_glsl_generate_hull_shader(const struct wined3d_context *con
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shader_addline(buffer, "void hs_control_point_phase()\n{\n");
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if ((phase = hs->phases.control_point))
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{
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for (i = 0; i < phase->temporary_count; ++i)
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shader_addline(buffer, "vec4 R%u;\n", i);
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if (FAILED(shader_generate_code(shader, buffer, reg_maps, &priv_ctx, phase->start, phase->end)))
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return 0;
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shader_addline(buffer, "setup_hs_output(hs_out);\n");
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