GeometryShaderGen: Don't use the reserved keyword "point" in D3D.
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@ -159,13 +159,13 @@ static inline void GenerateGeometryShader(T& out, u32 primitive_type, API_TYPE A
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else if (primitive_type == PRIMITIVE_POINTS)
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else if (primitive_type == PRIMITIVE_POINTS)
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{
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{
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if (ApiType == API_OPENGL)
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if (ApiType == API_OPENGL)
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out.Write("\tVS_OUTPUT point = vs[0].o;\n");
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out.Write("\tVS_OUTPUT center = vs[0].o;\n");
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else
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else
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out.Write("\tVS_OUTPUT point = o[0];\n");
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out.Write("\tVS_OUTPUT center = o[0];\n");
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// Offset from center to upper right vertex
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// Offset from center to upper right vertex
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// Lerp PointSize/2 from [0,0..VpWidth,VpHeight] to [-1,1..1,-1]
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// Lerp PointSize/2 from [0,0..VpWidth,VpHeight] to [-1,1..1,-1]
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out.Write("float2 offset = float2(" I_LINEPTPARAMS".w / " I_LINEPTPARAMS".x, -" I_LINEPTPARAMS".w / " I_LINEPTPARAMS".y) * point.pos.w;\n");
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out.Write("\tfloat2 offset = float2(" I_LINEPTPARAMS".w / " I_LINEPTPARAMS".x, -" I_LINEPTPARAMS".w / " I_LINEPTPARAMS".y) * center.pos.w;\n");
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}
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}
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if (g_ActiveConfig.iStereoMode > 0)
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if (g_ActiveConfig.iStereoMode > 0)
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