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>
This commit is contained in:
parent
0597842218
commit
ac1d2f1e2f
|
@ -7582,6 +7582,8 @@ static GLuint shader_glsl_generate_hull_shader(const struct wined3d_context *con
|
||||||
shader_addline(buffer, "void hs_control_point_phase()\n{\n");
|
shader_addline(buffer, "void hs_control_point_phase()\n{\n");
|
||||||
if ((phase = hs->phases.control_point))
|
if ((phase = hs->phases.control_point))
|
||||||
{
|
{
|
||||||
|
for (i = 0; i < phase->temporary_count; ++i)
|
||||||
|
shader_addline(buffer, "vec4 R%u;\n", i);
|
||||||
if (FAILED(shader_generate_code(shader, buffer, reg_maps, &priv_ctx, phase->start, phase->end)))
|
if (FAILED(shader_generate_code(shader, buffer, reg_maps, &priv_ctx, phase->start, phase->end)))
|
||||||
return 0;
|
return 0;
|
||||||
shader_addline(buffer, "setup_hs_output(hs_out);\n");
|
shader_addline(buffer, "setup_hs_output(hs_out);\n");
|
||||||
|
|
Loading…
Reference in New Issue