DX11 wants VS output and PS input to be in the exact same order.

TRAC #22241 Signed-off-by: Daniel Koch Signed-off-by: Shannon Woods Author: Nicolas Capens git-svn-id: https://angleproject.googlecode.com/svn/branches/dx11proto@1658 736b8ea6-26fd-11df-bfd4-992fa37f6226
parent 22ada2cb
...@@ -1265,8 +1265,7 @@ bool ProgramBinary::linkVaryings(InfoLog &infoLog, std::string& pixelHLSL, std:: ...@@ -1265,8 +1265,7 @@ bool ProgramBinary::linkVaryings(InfoLog &infoLog, std::string& pixelHLSL, std::
vertexHLSL += "};\n" vertexHLSL += "};\n"
"\n" "\n"
"struct VS_OUTPUT\n" "struct VS_OUTPUT\n"
"{\n" "{\n";
" float4 gl_Position : " + positionSemantic + ";\n";
for (int r = 0; r < registers; r++) for (int r = 0; r < registers; r++)
{ {
...@@ -1285,10 +1284,11 @@ bool ProgramBinary::linkVaryings(InfoLog &infoLog, std::string& pixelHLSL, std:: ...@@ -1285,10 +1284,11 @@ bool ProgramBinary::linkVaryings(InfoLog &infoLog, std::string& pixelHLSL, std::
vertexHLSL += " float gl_PointSize : PSIZE;\n"; vertexHLSL += " float gl_PointSize : PSIZE;\n";
} }
vertexHLSL += "};\n" vertexHLSL += " float4 gl_Position : " + positionSemantic + ";\n"
"\n" "};\n"
"VS_OUTPUT main(VS_INPUT input)\n" "\n"
"{\n"; "VS_OUTPUT main(VS_INPUT input)\n"
"{\n";
for (AttributeArray::iterator attribute = vertexShader->mAttributes.begin(); attribute != vertexShader->mAttributes.end(); attribute++) for (AttributeArray::iterator attribute = vertexShader->mAttributes.begin(); attribute != vertexShader->mAttributes.end(); attribute++)
{ {
......
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