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wined3d: Rework geometry shader inputs/outputs handling.
We want to always use the same name for input and output blocks in order to make matching between different shader types easier. This will be helpful for tessellation shaders. This commit changes the input and output blocks for geometry shaders to the following definitions: in shader_in_out { vec4 reg[n]; } shader_in[]; out shader_in_out { vec4 reg[n]; } shader_out; Signed-off-by:Józef Kucia <jkucia@codeweavers.com> Signed-off-by:
Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by:
Alexandre Julliard <julliard@winehq.org>
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