wined3d: Implement SV_VertexID in GLSL backend.

Signed-off-by: Józef Kucia <jkucia@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Józef Kucia 2016-05-18 00:04:37 +02:00 committed by Alexandre Julliard
parent 2d97dbf87b
commit 05f6f111bf

View file

@ -1914,7 +1914,10 @@ static void shader_generate_glsl_declarations(const struct wined3d_context *cont
for (i = 0; i < shader->input_signature.element_count; ++i)
{
const struct wined3d_shader_signature_element *e = &shader->input_signature.elements[i];
if (e->sysval_semantic == WINED3D_SV_INSTANCE_ID)
if (e->sysval_semantic == WINED3D_SV_VERTEX_ID)
shader_addline(buffer, "vec4 %s_in%u = vec4(intBitsToFloat(gl_VertexID), 0.0, 0.0, 0.0);\n",
prefix, e->register_idx);
else if (e->sysval_semantic == WINED3D_SV_INSTANCE_ID)
shader_addline(buffer, "vec4 %s_in%u = vec4(intBitsToFloat(gl_InstanceID), 0.0, 0.0, 0.0);\n",
prefix, e->register_idx);
else