[PATCH 2/5] wined3d: Don't handle dual source blending for <= SM3 shaders.
Matteo Bruni
mbruni at codeweavers.com
Tue Mar 24 11:35:21 CDT 2020
It was only introduced with SM4.
Signed-off-by: Matteo Bruni <mbruni at codeweavers.com>
---
dlls/wined3d/glsl_shader.c | 7 +------
1 file changed, 1 insertion(+), 6 deletions(-)
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index df8ee3c030d..7a079de85c7 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -7808,12 +7808,7 @@ static GLuint shader_glsl_generate_fragment_shader(const struct wined3d_context_
{
i = wined3d_bit_scan(&mask);
if (shader_glsl_use_explicit_attrib_location(gl_info))
- {
- if (args->dual_source_blend)
- shader_addline(buffer, "layout(location = 0, index = %u) ", i);
- else
- shader_addline(buffer, "layout(location = %u) ", i);
- }
+ shader_addline(buffer, "layout(location = %u) ", i);
shader_addline(buffer, "out vec4 color_out%u;\n", i);
}
}
--
2.24.1
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