wined3d: Add support for stream output with vertex shaders.
commitca8e05154e4be5f9f378dd5611c775ec5621e74f
authorJózef Kucia <jkucia@codeweavers.com>
Mon, 23 Apr 2018 14:20:16 +0000 (23 16:20 +0200)
committerAlexandre Julliard <julliard@winehq.org>
Mon, 23 Apr 2018 22:25:15 +0000 (24 00:25 +0200)
tree728aeb921d39ffff7fa8e37e5148003c318b97f5
parent9d70df6a40b7830c67bcd078902e0ab6cc63a15f
wined3d: Add support for stream output with vertex shaders.

In Direct3D, a stream-output geometry shader can be created from a
vertex shader bytecode. We generate a pass-through geometry shader in
this case. Pass-through geometry shaders are helpful because they can
easily split outputs when rasterization is disabed. We could also add
another codepath in order to avoid geometry shaders when possible.

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/d3d10core/tests/device.c
dlls/d3d11/tests/d3d11.c
dlls/wined3d/context.c
dlls/wined3d/cs.c
dlls/wined3d/device.c
dlls/wined3d/glsl_shader.c
dlls/wined3d/shader.c
dlls/wined3d/wined3d_private.h