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wined3d: Update vertex shader when hull shader is changed.
For vertex shader output count. Signed-off-by: Józef Kucia <jkucia@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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1 changed files with 6 additions and 3 deletions
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@ -10676,10 +10676,13 @@ static void glsl_vertex_pipe_vs(struct wined3d_context *context,
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static void glsl_vertex_pipe_hs(struct wined3d_context *context,
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const struct wined3d_state *state, DWORD state_id)
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{
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/* In Direct3D tessellator options (e.g. output primitive type, primitive
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* winding) are defined in Hull Shaders, while in GLSL those are
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* specified in Tessellation Evaluation Shaders. */
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/* In Direct3D tessellator options (e.g. output primitive type, primitive
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* winding) are defined in Hull Shaders, while in GLSL those are
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* specified in Tessellation Evaluation Shaders. */
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context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_DOMAIN;
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if (state->shader[WINED3D_SHADER_TYPE_VERTEX])
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context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_VERTEX;
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}
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static void glsl_vertex_pipe_geometry_shader(struct wined3d_context *context,
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