[D3D12] Move interpolators above position because it's more important for pixel shaders

This commit is contained in:
Triang3l
2018-08-18 18:47:13 +03:00
parent bd868ae6cc
commit 7ba2526fa8
2 changed files with 18 additions and 18 deletions

View File

@@ -258,8 +258,8 @@ std::vector<uint8_t> HlslShaderTranslator::CompleteTranslation() {
"XE_BYTE_SWAP_OVERLOAD(uint4)\n"
"\n"
"struct XeVertexShaderOutput {\n"
" float4 position : SV_Position;\n"
" float4 interpolators[%u] : TEXCOORD;\n"
" float4 position : SV_Position;\n"
" float point_size : PSIZE;\n"
"};\n"
"\n"
@@ -283,8 +283,8 @@ std::vector<uint8_t> HlslShaderTranslator::CompleteTranslation() {
// XE_PIXEL_SHADER_WRITES_DEPTH in the beginning of the final output.
source.AppendFormat(
"struct XePixelShaderInput {\n"
" float4 position : SV_Position;\n"
" float4 interpolators[%u] : TEXCOORD;\n"
" float4 position : SV_Position;\n"
"};\n"
"\n"
"struct XePixelShaderOutput {\n"