=?UTF-8?Q?J=C3=B3zef=20Kucia=20?=: wined3d: Rework geometry shader inputs/ outputs handling.
Alexandre Julliard
julliard at winehq.org
Mon May 8 17:21:23 CDT 2017
Module: wine
Branch: master
Commit: 2da2b9669cd63b437f038c34475d9e26e1eb4915
URL: http://source.winehq.org/git/wine.git/?a=commit;h=2da2b9669cd63b437f038c34475d9e26e1eb4915
Author: Józef Kucia <jkucia at codeweavers.com>
Date: Mon May 8 09:48:01 2017 +0200
wined3d: Rework geometry shader inputs/outputs handling.
We want to always use the same name for input and output blocks in order
to make matching between different shader types easier. This will be
helpful for tessellation shaders.
This commit changes the input and output blocks for geometry shaders to
the following definitions:
in shader_in_out { vec4 reg[n]; } shader_in[];
out shader_in_out { vec4 reg[n]; } shader_out;
Signed-off-by: Józef Kucia <jkucia at codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet at codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard at winehq.org>
---
dlls/wined3d/glsl_shader.c | 73 +++++++++++++++++++++++-----------------------
1 file changed, 37 insertions(+), 36 deletions(-)
Diff: http://source.winehq.org/git/wine.git/?a=commitdiff;h=2da2b9669cd63b437f038c34475d9e26e1eb4915
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