This affects for GS copy shaders. When an output is meant for vertex
stream != 0, then we don't have to make it available to the pixel
shader.
There is a minor inefficiency here because the GLSL varying packing pass
does not group varyings of the same vertex stream together, but it
shouldn't be important in practice.
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
break;
}
+ if (outputs[i].vertex_stream[0] != 0 &&
+ outputs[i].vertex_stream[1] != 0 &&
+ outputs[i].vertex_stream[2] != 0 &&
+ outputs[i].vertex_stream[3] != 0)
+ export_param = false;
+
handle_semantic:
/* Select the correct target */
switch(semantic_name) {