Commit 0f062f51 authored by Matteo Bruni's avatar Matteo Bruni Committed by Alexandre Julliard

wined3d: Get rid of the "reorder shaders" for SM4+.

parent cf52d163
......@@ -2678,6 +2678,15 @@ void find_vs_compile_args(const struct wined3d_state *state, const struct wined3
&& state->render_states[WINED3D_RS_CLIPPLANEENABLE];
args->point_size = state->gl_primitive_type == GL_POINTS;
args->per_vertex_point_size = shader->reg_maps.point_size;
if (shader->reg_maps.shader_version.major >= 4)
args->next_shader_input_count = state->shader[WINED3D_SHADER_TYPE_HULL]
? state->shader[WINED3D_SHADER_TYPE_HULL]->limits->packed_input
: state->shader[WINED3D_SHADER_TYPE_GEOMETRY]
? state->shader[WINED3D_SHADER_TYPE_GEOMETRY]->limits->packed_input
: state->shader[WINED3D_SHADER_TYPE_PIXEL]
? state->shader[WINED3D_SHADER_TYPE_PIXEL]->limits->packed_input : 0;
else
args->next_shader_input_count = 0;
args->swizzle_map = swizzle_map;
if (d3d_info->emulated_flatshading)
args->flatshading = state->render_states[WINED3D_RS_SHADEMODE] == WINED3D_SHADE_FLAT;
......
......@@ -1046,6 +1046,7 @@ struct vs_compile_args
BYTE flatshading : 1;
BYTE padding : 4;
WORD swizzle_map; /* MAX_ATTRIBS, 16 */
unsigned int next_shader_input_count;
};
struct wined3d_context;
......
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