wined3d: Simplify shader interface matching for SM4+ vertex shaders.
commitcf52d1635c6e77bac2c6676f11c31ab6d1fb48b1
authorMatteo Bruni <mbruni@codeweavers.com>
Fri, 20 May 2016 17:55:54 +0000 (20 19:55 +0200)
committerAlexandre Julliard <julliard@winehq.org>
Mon, 23 May 2016 05:07:29 +0000 (23 14:07 +0900)
tree236747050233fa3de835de66181c305b0315af67
parent2c90b9aee068c74546139ce728c837cc5ebc5d5d
wined3d: Simplify shader interface matching for SM4+ vertex shaders.

After some testing it looks like, with SM4+ on Windows:
1. Output registers have to match with input registers from the
following shader stage (register index and mask). There is no "smart"
matching of semantics like in SM3.
2. Using uninitialized varyings in SM4+ shaders doesn't give consistent
results.
That means we can simplify the relevant code quite a bit. Applications
shouldn't be able to depend on particular values for uninitialized
varyings so we can avoid explicitly initializing them.

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
dlls/wined3d/shader.c