diff options
| author | Stenzek <stenzek@gmail.com> | 2019-04-20 23:44:33 +1000 |
|---|---|---|
| committer | Stenzek <stenzek@gmail.com> | 2019-04-20 23:44:33 +1000 |
| commit | eddde3e6c8d8ea37a724e66dbc82b432ae63df96 (patch) | |
| tree | a11582e26fbd5060c1d9ab2abbaecb2a7af1e451 /Source/Core/VideoCommon/TextureConversionShader.cpp | |
| parent | 4b1adab7856cb2dd28418a1d748a0e8cebf94a2f (diff) | |
ShaderGen: Use interface blocks when geometry shaders are supported
We don't use explicit locations in OpenGL currently, so this breaks
when we use alternative names in the geometry shaders.
Diffstat (limited to 'Source/Core/VideoCommon/TextureConversionShader.cpp')
| -rw-r--r-- | Source/Core/VideoCommon/TextureConversionShader.cpp | 22 |
1 files changed, 20 insertions, 2 deletions
diff --git a/Source/Core/VideoCommon/TextureConversionShader.cpp b/Source/Core/VideoCommon/TextureConversionShader.cpp index 29c7cccc1b..69a42e26d5 100644 --- a/Source/Core/VideoCommon/TextureConversionShader.cpp +++ b/Source/Core/VideoCommon/TextureConversionShader.cpp @@ -72,7 +72,16 @@ static void WriteHeader(char*& p, APIType ApiType) WRITE(p, " float2 clamp_tb;\n"); WRITE(p, " float3 filter_coefficients;\n"); WRITE(p, "};\n"); - WRITE(p, "VARYING_LOCATION(0) in float3 v_tex0;\n"); + if (g_ActiveConfig.backend_info.bSupportsGeometryShaders) + { + WRITE(p, "VARYING_LOCATION(0) in VertexData {\n"); + WRITE(p, " float3 v_tex0;\n"); + WRITE(p, "};\n"); + } + else + { + WRITE(p, "VARYING_LOCATION(0) in float3 v_tex0;\n"); + } WRITE(p, "SAMPLER_BINDING(0) uniform sampler2DArray samp0;\n"); WRITE(p, "FRAGMENT_OUTPUT_LOCATION(0) out float4 ocol0;\n"); } @@ -1510,7 +1519,16 @@ float4 DecodePixel(int val) } else { - ss << "VARYING_LOCATION(0) in float3 v_tex0;\n"; + if (g_ActiveConfig.backend_info.bSupportsGeometryShaders) + { + ss << "VARYING_LOCATION(0) in VertexData {\n"; + ss << " float3 v_tex0;\n"; + ss << "};\n"; + } + else + { + ss << "VARYING_LOCATION(0) in float3 v_tex0;\n"; + } ss << "FRAGMENT_OUTPUT_LOCATION(0) out float4 ocol0;\n"; ss << "void main() {\n"; ss << " float3 coords = v_tex0;\n"; |
