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authorStenzek <stenzek@gmail.com>2019-04-20 23:44:33 +1000
committerStenzek <stenzek@gmail.com>2019-04-20 23:44:33 +1000
commiteddde3e6c8d8ea37a724e66dbc82b432ae63df96 (patch)
treea11582e26fbd5060c1d9ab2abbaecb2a7af1e451 /Source/Core/VideoCommon/TextureConverterShaderGen.cpp
parent4b1adab7856cb2dd28418a1d748a0e8cebf94a2f (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/TextureConverterShaderGen.cpp')
-rw-r--r--Source/Core/VideoCommon/TextureConverterShaderGen.cpp26
1 files changed, 22 insertions, 4 deletions
diff --git a/Source/Core/VideoCommon/TextureConverterShaderGen.cpp b/Source/Core/VideoCommon/TextureConverterShaderGen.cpp
index 15de7ba9a7..df46254d91 100644
--- a/Source/Core/VideoCommon/TextureConverterShaderGen.cpp
+++ b/Source/Core/VideoCommon/TextureConverterShaderGen.cpp
@@ -67,8 +67,17 @@ ShaderCode GenerateVertexShader(APIType api_type)
}
else if (api_type == APIType::OpenGL || api_type == APIType::Vulkan)
{
- out.Write("VARYING_LOCATION(0) out float3 v_tex0;\n"
- "#define id gl_VertexID\n"
+ if (g_ActiveConfig.backend_info.bSupportsGeometryShaders)
+ {
+ out.Write("VARYING_LOCATION(0) out VertexData {\n");
+ out.Write(" float3 v_tex0;\n");
+ out.Write("};\n");
+ }
+ else
+ {
+ out.Write("VARYING_LOCATION(0) out float3 v_tex0;\n");
+ }
+ out.Write("#define id gl_VertexID\n"
"#define opos gl_Position\n"
"void main() {\n");
}
@@ -112,8 +121,17 @@ ShaderCode GeneratePixelShader(APIType api_type, const UidData* uid_data)
"clamp_tb.x, clamp_tb.y), %s));\n"
"}\n",
mono_depth ? "0.0" : "uv.z");
- out.Write("VARYING_LOCATION(0) in vec3 v_tex0;\n"
- "FRAGMENT_OUTPUT_LOCATION(0) out vec4 ocol0;"
+ if (g_ActiveConfig.backend_info.bSupportsGeometryShaders)
+ {
+ out.Write("VARYING_LOCATION(0) in VertexData {\n");
+ out.Write(" float3 v_tex0;\n");
+ out.Write("};\n");
+ }
+ else
+ {
+ out.Write("VARYING_LOCATION(0) in vec3 v_tex0;\n");
+ }
+ out.Write("FRAGMENT_OUTPUT_LOCATION(0) out vec4 ocol0;"
"void main()\n{\n");
}