ShaderGenCommon: Move uniforms into a common static string.

This commit is contained in:
Jules Blok
2014-10-29 14:15:12 +01:00
parent 0a72cf94cb
commit 176191dc16
4 changed files with 18 additions and 36 deletions

View File

@ -56,18 +56,8 @@ static inline void GenerateGeometryShader(T& out, u32 components, API_TYPE ApiTy
out.Write("layout(std140%s) uniform VSBlock {\n", g_ActiveConfig.backend_info.bSupportsBindingLayout ? ", binding = 2" : "");
else
out.Write("cbuffer VSBlock {\n");
out.Write(
"\tfloat4 " I_POSNORMALMATRIX"[6];\n"
"\tfloat4 " I_PROJECTION"[4];\n"
"\tint4 " I_MATERIALS"[4];\n"
"\tLight " I_LIGHTS"[8];\n"
"\tfloat4 " I_TEXMATRICES"[24];\n"
"\tfloat4 " I_TRANSFORMMATRICES"[64];\n"
"\tfloat4 " I_NORMALMATRICES"[32];\n"
"\tfloat4 " I_POSTTRANSFORMMATRICES"[64];\n"
"\tfloat4 " I_DEPTHPARAMS";\n"
"\tfloat4 " I_STEREOPROJECTION"[8];\n"
"};\n");
out.Write(s_shader_uniforms);
out.Write("};\n");
GenerateVSOutputStruct(out, ApiType);