GeometryShaderGen: Don't use the reserved keyword "point" in D3D.

This commit is contained in:
Jules Blok 2014-12-18 19:53:53 +01:00
parent 8dc3653ac9
commit e7e8a4f1cb
1 changed files with 3 additions and 3 deletions

View File

@ -159,13 +159,13 @@ static inline void GenerateGeometryShader(T& out, u32 primitive_type, API_TYPE A
else if (primitive_type == PRIMITIVE_POINTS)
{
if (ApiType == API_OPENGL)
out.Write("\tVS_OUTPUT point = vs[0].o;\n");
out.Write("\tVS_OUTPUT center = vs[0].o;\n");
else
out.Write("\tVS_OUTPUT point = o[0];\n");
out.Write("\tVS_OUTPUT center = o[0];\n");
// Offset from center to upper right vertex
// Lerp PointSize/2 from [0,0..VpWidth,VpHeight] to [-1,1..1,-1]
out.Write("float2 offset = float2(" I_LINEPTPARAMS".w / " I_LINEPTPARAMS".x, -" I_LINEPTPARAMS".w / " I_LINEPTPARAMS".y) * point.pos.w;\n");
out.Write("\tfloat2 offset = float2(" I_LINEPTPARAMS".w / " I_LINEPTPARAMS".x, -" I_LINEPTPARAMS".w / " I_LINEPTPARAMS".y) * center.pos.w;\n");
}
if (g_ActiveConfig.iStereoMode > 0)