VideoBackends: Reimplement SSAA, now for D3D + OGL

This commit is contained in:
degasus
2015-09-06 13:58:18 +02:00
parent c08a83a5aa
commit 1c0366993a
12 changed files with 111 additions and 91 deletions

View File

@ -94,11 +94,11 @@ static inline void GenerateGeometryShader(T& out, u32 primitive_type, API_TYPE A
out.Write("#define InstanceID gl_InvocationID\n");
out.Write("in VertexData {\n");
GenerateVSOutputMembers<T>(out, ApiType, g_ActiveConfig.backend_info.bSupportsBindingLayout ? "centroid" : "centroid in");
GenerateVSOutputMembers<T>(out, ApiType, GetInterpolationQualifier(ApiType, true, true));
out.Write("} vs[%d];\n", vertex_in);
out.Write("out VertexData {\n");
GenerateVSOutputMembers<T>(out, ApiType, g_ActiveConfig.backend_info.bSupportsBindingLayout ? "centroid" : "centroid out");
GenerateVSOutputMembers<T>(out, ApiType, GetInterpolationQualifier(ApiType, false, true));
if (g_ActiveConfig.iStereoMode > 0)
out.Write("\tflat int layer;\n");