wined3d: Rework geometry shader inputs/outputs handling.
commit2da2b9669cd63b437f038c34475d9e26e1eb4915
authorJózef Kucia <jkucia@codeweavers.com>
Mon, 8 May 2017 07:48:01 +0000 (8 09:48 +0200)
committerAlexandre Julliard <julliard@winehq.org>
Mon, 8 May 2017 15:11:01 +0000 (8 10:11 -0500)
treeb1ebb0d7b8089d8cc35d955be155c3f0355e787e
parent4638ba7003e0f35f606e2890e89ebcce5a9da4a7
wined3d: Rework geometry shader inputs/outputs handling.

We want to always use the same name for input and output blocks in order
to make matching between different shader types easier. This will be
helpful for tessellation shaders.

This commit changes the input and output blocks for geometry shaders to
the following definitions:
in shader_in_out { vec4 reg[n]; } shader_in[];
out shader_in_out { vec4 reg[n]; } shader_out;

Signed-off-by: Józef Kucia <jkucia@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
dlls/wined3d/glsl_shader.c