diff options
| author | Jules Blok <jules.blok@gmail.com> | 2014-12-16 23:52:42 +0100 |
|---|---|---|
| committer | Jules Blok <jules.blok@gmail.com> | 2014-12-18 00:36:49 +0100 |
| commit | 782a5adb947ef5e4c961580047ff17aea70f3d0f (patch) | |
| tree | cf051533908bf817c5f67fa99adb9e3b84c00550 /Source/Core/VideoCommon/PixelShaderGen.cpp | |
| parent | bd6d22973381b43369670300a707e86084c040e0 (diff) | |
VideoCommon: Pass interface blocks between shader stages to resolve naming conflicts.
Diffstat (limited to 'Source/Core/VideoCommon/PixelShaderGen.cpp')
| -rw-r--r-- | Source/Core/VideoCommon/PixelShaderGen.cpp | 19 |
1 files changed, 11 insertions, 8 deletions
diff --git a/Source/Core/VideoCommon/PixelShaderGen.cpp b/Source/Core/VideoCommon/PixelShaderGen.cpp index 742f9c0a60..06d9893a71 100644 --- a/Source/Core/VideoCommon/PixelShaderGen.cpp +++ b/Source/Core/VideoCommon/PixelShaderGen.cpp @@ -316,11 +316,14 @@ static inline void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_T // As a workaround, we interpolate at the centroid of the coveraged pixel, which // is always inside the primitive. // Without MSAA, this flag is defined to have no effect. - out.Write("centroid in VS_OUTPUT vs;\n"); - uid_data->stereo = g_ActiveConfig.iStereoMode > 0; + out.Write("in VertexData {\n"); + out.Write("\tcentroid VS_OUTPUT o;\n"); + if (g_ActiveConfig.iStereoMode > 0) - out.Write("flat in int layer;\n"); + out.Write("\tflat int layer;\n"); + + out.Write("};\n"); out.Write("void main()\n{\n"); @@ -328,18 +331,18 @@ static inline void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_T // Let's set up attributes for (unsigned int i = 0; i < numTexgen; ++i) { - out.Write("\tfloat3 uv%d = vs.tex%d;\n", i, i); + out.Write("\tfloat3 uv%d = o.tex%d;\n", i, i); } - out.Write("\tfloat4 clipPos = vs.clipPos;\n"); + out.Write("\tfloat4 clipPos = o.clipPos;\n"); if (g_ActiveConfig.bEnablePixelLighting) { - out.Write("\tfloat4 Normal = vs.Normal;\n"); + out.Write("\tfloat4 Normal = o.Normal;\n"); } // On Mali, global variables must be initialized as constants. // This is why we initialize these variables locally instead. - out.Write("\tfloat4 colors_0 = vs.colors_0;\n"); - out.Write("\tfloat4 colors_1 = vs.colors_1;\n"); + out.Write("\tfloat4 colors_0 = o.colors_0;\n"); + out.Write("\tfloat4 colors_1 = o.colors_1;\n"); out.Write("\tfloat4 rawpos = gl_FragCoord;\n"); } |
