[PATCH 2/5] wined3d: Generate geometry shader specific declarations in shader_glsl_generate_geometry_shader().
Józef Kucia
jkucia at codeweavers.com
Thu Apr 13 04:21:42 CDT 2017
Signed-off-by: Józef Kucia <jkucia at codeweavers.com>
---
dlls/wined3d/glsl_shader.c | 32 ++++++++++++++++----------------
1 file changed, 16 insertions(+), 16 deletions(-)
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index d4d1e01..36c0bde 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -2536,20 +2536,6 @@ static void shader_generate_glsl_declarations(const struct wined3d_context *cont
if (version->major < 4)
shader_addline(buffer, "void setup_vs_output(in vec4[%u]);\n", shader->limits->packed_output);
}
- else if (version->type == WINED3D_SHADER_TYPE_GEOMETRY)
- {
- if (gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
- {
- shader_addline(buffer, "varying in vec4 gs_in[][%u];\n", shader->limits->packed_input);
- }
- else
- {
- shader_addline(buffer, "layout(%s) in;\n", glsl_primitive_type_from_d3d(shader->u.gs.input_type));
- shader_addline(buffer, "layout(%s, max_vertices = %u) out;\n",
- glsl_primitive_type_from_d3d(shader->u.gs.output_type), shader->u.gs.vertices_out);
- shader_addline(buffer, "in vs_gs_iface { vec4 gs_in[%u]; } gs_in[];\n", shader->limits->packed_input);
- }
- }
/* Declare output register temporaries */
if (shader->limits->packed_output)
@@ -7355,17 +7341,31 @@ static GLuint shader_glsl_generate_geometry_shader(const struct wined3d_context
struct shader_glsl_ctx_priv priv_ctx;
GLuint shader_id;
+ memset(&priv_ctx, 0, sizeof(priv_ctx));
+ priv_ctx.string_buffers = string_buffers;
+
shader_glsl_add_version_declaration(buffer, gl_info, ®_maps->shader_version);
shader_glsl_enable_extensions(buffer, gl_info);
if (gl_info->supported[ARB_GEOMETRY_SHADER4])
shader_addline(buffer, "#extension GL_ARB_geometry_shader4 : enable\n");
- memset(&priv_ctx, 0, sizeof(priv_ctx));
- priv_ctx.string_buffers = string_buffers;
shader_generate_glsl_declarations(context, buffer, shader, reg_maps, &priv_ctx);
+
+ if (gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
+ {
+ shader_addline(buffer, "varying in vec4 gs_in[][%u];\n", shader->limits->packed_input);
+ }
+ else
+ {
+ shader_addline(buffer, "layout(%s) in;\n", glsl_primitive_type_from_d3d(shader->u.gs.input_type));
+ shader_addline(buffer, "layout(%s, max_vertices = %u) out;\n",
+ glsl_primitive_type_from_d3d(shader->u.gs.output_type), shader->u.gs.vertices_out);
+ shader_addline(buffer, "in vs_gs_iface { vec4 gs_in[%u]; } gs_in[];\n", shader->limits->packed_input);
+ }
if (!gl_info->supported[ARB_CLIP_CONTROL])
shader_addline(buffer, "uniform vec4 pos_fixup;\n");
+
shader_glsl_generate_sm4_rasterizer_input_setup(priv, shader, args->output_count, gl_info);
shader_addline(buffer, "void main()\n{\n");
if (FAILED(shader_generate_main(shader, buffer, reg_maps, &priv_ctx)))
--
2.10.2
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