wined3d: Store shader output signatures as a wined3d_shader_signature structure.
commit2e5ad1b6e327c5be4d2dc9abe02ebf92dcf2bf42
authorHenri Verbeet <hverbeet@codeweavers.com>
Mon, 23 Mar 2015 08:17:12 +0000 (23 09:17 +0100)
committerAlexandre Julliard <julliard@winehq.org>
Mon, 23 Mar 2015 13:59:07 +0000 (23 22:59 +0900)
treedc42416577b60664a6a52c6d8d85b4f2eda6767d
parent47ab17595b3b3fc2058ec1c033ccde9b765a2780
wined3d: Store shader output signatures as a wined3d_shader_signature structure.

Instead of a fixed array of wined3d_shader_signature_element structures.
Shader model 4 shaders can have different semantics in a single
register, e.g.  v1.xy TEXCOORD0 and v1.zw TEXCOORD1, so having a single
wined3d_shader_signature_element structure per register isn't
necessarily sufficient.
dlls/wined3d/arb_program_shader.c
dlls/wined3d/glsl_shader.c
dlls/wined3d/shader.c
dlls/wined3d/wined3d_private.h