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authorJules Blok <jules.blok@gmail.com>2014-11-04 11:53:19 +0100
committerJules Blok <jules.blok@gmail.com>2014-11-23 14:27:40 +0100
commit27f3f804a0fd002a19143b2373a6c622fcb56589 (patch)
tree55198522c3acc4efe14aafddbb153d233809915f /Source/Core/VideoCommon/GeometryShaderGen.cpp
parent51a4d6a4bef09e7b270ee26e5b2889379819da45 (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.cpp12
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");