[PATCH 5/5] wined3d: Generate rasterizer setup in domain shaders only when necessary.
Józef Kucia
jkucia at codeweavers.com
Wed May 17 08:42:35 CDT 2017
Signed-off-by: Józef Kucia <jkucia at codeweavers.com>
---
dlls/wined3d/glsl_shader.c | 5 +++--
1 file changed, 3 insertions(+), 2 deletions(-)
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index 76ec6f7..6f51939 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -7465,10 +7465,11 @@ static GLuint shader_glsl_generate_domain_shader(const struct wined3d_context *c
shader_addline(buffer, "in shader_in_out { vec4 reg[%u]; } shader_in[];\n", shader->limits->packed_input);
- if (!gl_info->supported[ARB_CLIP_CONTROL])
+ if (args->next_shader_type == WINED3D_SHADER_TYPE_PIXEL && !gl_info->supported[ARB_CLIP_CONTROL])
shader_addline(buffer, "uniform vec4 pos_fixup;\n");
- shader_glsl_generate_sm4_output_setup(priv, shader, args->output_count, gl_info, TRUE);
+ shader_glsl_generate_sm4_output_setup(priv, shader, args->output_count, gl_info,
+ args->next_shader_type == WINED3D_SHADER_TYPE_PIXEL);
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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