wined3d: Declare gl_Position as invariant.
commit884b7c50cfd902eff9a41562a103e3bd5747422b
authorMatteo Bruni <mbruni@codeweavers.com>
Fri, 19 Nov 2021 19:50:30 +0000 (19 20:50 +0100)
committerAlexandre Julliard <julliard@winehq.org>
Mon, 22 Nov 2021 21:20:50 +0000 (22 22:20 +0100)
treebf341da14ea4ef264ace26b6bdf61887ba1348b6
parente86b4015ff405d4c054b8a5bc855ee655e1a833c
wined3d: Declare gl_Position as invariant.

All D3D versions seem to basically guarantee invariance for the vertex
position at the very least. In practice, desktop GL implementations
also do the same.
That's not necessarily the case for tile based renderers, where the
cost of providing invariance might be non negligible. We want this
behavior though, so let's ask for it explicitly.

Based on a patch by Stefan Dösinger.

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