[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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