D3D11: Fix glitched polygon edges when MSAA is enabled.

This commit is contained in:
NeoBrainX
2013-04-03 18:53:49 +02:00
parent 181ac8c910
commit 61c327ba8b
2 changed files with 13 additions and 13 deletions

View File

@ -668,17 +668,17 @@ const char *GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType
per_pixel_depth ? "\n out float depth : SV_Depth," : "");
}
WRITE(p, " in float4 colors_0 : COLOR0,\n");
WRITE(p, " in float4 colors_1 : COLOR1");
WRITE(p, " in centroid float4 colors_0 : COLOR0,\n");
WRITE(p, " in centroid float4 colors_1 : COLOR1");
// compute window position if needed because binding semantic WPOS is not widely supported
if (numTexgen < 7)
{
for (int i = 0; i < numTexgen; ++i)
WRITE(p, ",\n in float3 uv%d : TEXCOORD%d", i, i);
WRITE(p, ",\n in float4 clipPos : TEXCOORD%d", numTexgen);
WRITE(p, ",\n in centroid float3 uv%d : TEXCOORD%d", i, i);
WRITE(p, ",\n in centroid float4 clipPos : TEXCOORD%d", numTexgen);
if(g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting)
WRITE(p, ",\n in float4 Normal : TEXCOORD%d", numTexgen + 1);
WRITE(p, ",\n in centroid float4 Normal : TEXCOORD%d", numTexgen + 1);
WRITE(p, " ) {\n");
}
else