Pass through the PSIZE semantic all the way to the fragment shader in D3D11, fixing a register error.

In some cases when the app would draw triangles, and writes to gl_PointSize, the vertex shader would
output PSIZE and the pixel shader would not read it as an input.

TRAC #22561

Signed-off-by: Geoff Lang
Signed-off-by: Shannon Woods
Author: Jamie Madill

git-svn-id: https://angleproject.googlecode.com/svn/branches/dx11proto@1933 736b8ea6-26fd-11df-bfd4-992fa37f6226
1 file changed