Commit 05c66924 authored by Matteo Bruni's avatar Matteo Bruni Committed by Alexandre Julliard

wined3d: Slightly improve formatting of generated GLSL shader interfaces.

parent 64041e69
...@@ -2174,9 +2174,9 @@ static const char *shader_glsl_interpolation_qualifiers(enum wined3d_shader_inte ...@@ -2174,9 +2174,9 @@ static const char *shader_glsl_interpolation_qualifiers(enum wined3d_shader_inte
switch (mode) switch (mode)
{ {
case WINED3DSIM_CONSTANT: case WINED3DSIM_CONSTANT:
return "flat"; return "flat ";
case WINED3DSIM_LINEAR_NOPERSPECTIVE: case WINED3DSIM_LINEAR_NOPERSPECTIVE:
return "noperspective"; return "noperspective ";
default: default:
FIXME("Unhandled interpolation mode %#x.\n", mode); FIXME("Unhandled interpolation mode %#x.\n", mode);
case WINED3DSIM_NONE: case WINED3DSIM_NONE:
...@@ -2207,7 +2207,7 @@ static void shader_glsl_declare_shader_inputs(const struct wined3d_gl_info *gl_i ...@@ -2207,7 +2207,7 @@ static void shader_glsl_declare_shader_inputs(const struct wined3d_gl_info *gl_i
for (i = 0; i < element_count; ++i) for (i = 0; i < element_count; ++i)
{ {
mode = wined3d_extract_interpolation_mode(interpolation_mode, i); mode = wined3d_extract_interpolation_mode(interpolation_mode, i);
shader_addline(buffer, "%s vec4 reg%u;\n", shader_glsl_interpolation_qualifiers(mode), i); shader_addline(buffer, " %svec4 reg%u;\n", shader_glsl_interpolation_qualifiers(mode), i);
} }
shader_addline(buffer, "} shader_in;\n"); shader_addline(buffer, "} shader_in;\n");
} }
...@@ -2242,7 +2242,7 @@ static void shader_glsl_declare_shader_outputs(const struct wined3d_gl_info *gl_ ...@@ -2242,7 +2242,7 @@ static void shader_glsl_declare_shader_outputs(const struct wined3d_gl_info *gl_
mode = wined3d_extract_interpolation_mode(interpolation_mode, i); mode = wined3d_extract_interpolation_mode(interpolation_mode, i);
interpolation_qualifiers = shader_glsl_interpolation_qualifiers(mode); interpolation_qualifiers = shader_glsl_interpolation_qualifiers(mode);
} }
shader_addline(buffer, "%s vec4 reg%u;\n", interpolation_qualifiers, i); shader_addline(buffer, " %svec4 reg%u;\n", interpolation_qualifiers, i);
} }
shader_addline(buffer, "} shader_out;\n"); shader_addline(buffer, "} shader_out;\n");
} }
......
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