diff options
| author | Jules Blok <jules.blok@gmail.com> | 2014-11-04 11:53:19 +0100 |
|---|---|---|
| committer | Jules Blok <jules.blok@gmail.com> | 2014-11-23 14:27:40 +0100 |
| commit | 27f3f804a0fd002a19143b2373a6c622fcb56589 (patch) | |
| tree | 55198522c3acc4efe14aafddbb153d233809915f /Source/Core/VideoCommon/GeometryShaderGen.cpp | |
| parent | 51a4d6a4bef09e7b270ee26e5b2889379819da45 (diff) | |
ShaderGen: Only pass VS_OUTPUT between shaders if stereo 3D is enabled.
GLSL130 doesn't support passing structs between shaders.
This is not a problem for stereo 3D which has a GLSL150 requirement.
Diffstat (limited to 'Source/Core/VideoCommon/GeometryShaderGen.cpp')
| -rw-r--r-- | Source/Core/VideoCommon/GeometryShaderGen.cpp | 12 |
1 files changed, 6 insertions, 6 deletions
diff --git a/Source/Core/VideoCommon/GeometryShaderGen.cpp b/Source/Core/VideoCommon/GeometryShaderGen.cpp index d116dfe39a..bac3823747 100644 --- a/Source/Core/VideoCommon/GeometryShaderGen.cpp +++ b/Source/Core/VideoCommon/GeometryShaderGen.cpp @@ -64,8 +64,8 @@ static inline void GenerateGeometryShader(T& out, u32 components, API_TYPE ApiTy GenerateVSOutputStruct(out, ApiType); - out.Write("centroid in VS_OUTPUT v[];\n"); - out.Write("centroid out VS_OUTPUT o;\n"); + out.Write("centroid in VS_OUTPUT o[];\n"); + out.Write("centroid out VS_OUTPUT f;\n"); out.Write("flat out int layer;\n"); @@ -79,15 +79,15 @@ static inline void GenerateGeometryShader(T& out, u32 components, API_TYPE ApiTy out.Write("\tgl_Layer = layer;\n"); out.Write("\tfor (int i = 0; i < gl_in.length(); ++i) {\n"); - out.Write("\t\to = v[i];\n"); + out.Write("\t\tf = o[i];\n"); if (g_ActiveConfig.iStereoMode > 0) { - out.Write("\t\to.clipPos.x += o.clipPos.w * " I_STEREOOFFSET"[layer] * " I_PROJECTION"[0][0];\n"); - out.Write("\t\to.pos.x += o.pos.w * " I_STEREOOFFSET"[layer] * " I_PROJECTION"[0][0];\n"); + out.Write("\t\tf.clipPos.x += f.clipPos.w * " I_STEREOOFFSET"[layer] * " I_PROJECTION"[0][0];\n"); + out.Write("\t\tf.pos.x += f.pos.w * " I_STEREOOFFSET"[layer] * " I_PROJECTION"[0][0];\n"); } - out.Write("\t\tgl_Position = o.pos;\n"); + out.Write("\t\tgl_Position = f.pos;\n"); out.Write("\t\tEmitVertex();\n"); out.Write("\t}\n"); out.Write("\tEndPrimitive();\n"); |
