ShaderGen: Use interface blocks when geometry shaders are supported

We don't use explicit locations in OpenGL currently, so this breaks
when we use alternative names in the geometry shaders.
This commit is contained in:
Stenzek 2019-04-20 23:44:33 +10:00
commit eddde3e6c8
3 changed files with 92 additions and 24 deletions

View file

@ -72,7 +72,16 @@ static void WriteHeader(char*& p, APIType ApiType)
WRITE(p, " float2 clamp_tb;\n");
WRITE(p, " float3 filter_coefficients;\n");
WRITE(p, "};\n");
WRITE(p, "VARYING_LOCATION(0) in float3 v_tex0;\n");
if (g_ActiveConfig.backend_info.bSupportsGeometryShaders)
{
WRITE(p, "VARYING_LOCATION(0) in VertexData {\n");
WRITE(p, " float3 v_tex0;\n");
WRITE(p, "};\n");
}
else
{
WRITE(p, "VARYING_LOCATION(0) in float3 v_tex0;\n");
}
WRITE(p, "SAMPLER_BINDING(0) uniform sampler2DArray samp0;\n");
WRITE(p, "FRAGMENT_OUTPUT_LOCATION(0) out float4 ocol0;\n");
}
@ -1510,7 +1519,16 @@ float4 DecodePixel(int val)
}
else
{
ss << "VARYING_LOCATION(0) in float3 v_tex0;\n";
if (g_ActiveConfig.backend_info.bSupportsGeometryShaders)
{
ss << "VARYING_LOCATION(0) in VertexData {\n";
ss << " float3 v_tex0;\n";
ss << "};\n";
}
else
{
ss << "VARYING_LOCATION(0) in float3 v_tex0;\n";
}
ss << "FRAGMENT_OUTPUT_LOCATION(0) out float4 ocol0;\n";
ss << "void main() {\n";
ss << " float3 coords = v_tex0;\n";