DX11 wants VS output and PS input to be in the exact same order.
TRAC #22241
Signed-off-by: Daniel Koch
Signed-off-by: Shannon Woods
Author: Nicolas Capens
git-svn-id: https://angleproject.googlecode.com/svn/branches/dx11proto@1658 736b8ea6-26fd-11df-bfd4-992fa37f6226
diff --git a/src/libGLESv2/ProgramBinary.cpp b/src/libGLESv2/ProgramBinary.cpp
index 92ad32a..32ab86e 100644
--- a/src/libGLESv2/ProgramBinary.cpp
+++ b/src/libGLESv2/ProgramBinary.cpp
@@ -1265,8 +1265,7 @@
vertexHLSL += "};\n"
"\n"
"struct VS_OUTPUT\n"
- "{\n"
- " float4 gl_Position : " + positionSemantic + ";\n";
+ "{\n";
for (int r = 0; r < registers; r++)
{
@@ -1285,10 +1284,11 @@
vertexHLSL += " float gl_PointSize : PSIZE;\n";
}
- vertexHLSL += "};\n"
- "\n"
- "VS_OUTPUT main(VS_INPUT input)\n"
- "{\n";
+ vertexHLSL += " float4 gl_Position : " + positionSemantic + ";\n"
+ "};\n"
+ "\n"
+ "VS_OUTPUT main(VS_INPUT input)\n"
+ "{\n";
for (AttributeArray::iterator attribute = vertexShader->mAttributes.begin(); attribute != vertexShader->mAttributes.end(); attribute++)
{