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gl_shader_decompiler: Fix conditional usage of GL_ARB_shader_viewport_layer_array

nce_cpp
ReinUsesLisp 7 years ago
parent
commit
faa74c08fb
  1. 5
      src/video_core/renderer_opengl/gl_shader_decompiler.cpp

5
src/video_core/renderer_opengl/gl_shader_decompiler.cpp

@ -246,7 +246,7 @@ public:
}
entries.clip_distances = ir.GetClipDistances();
entries.shader_viewport_layer_array =
stage == ShaderStage::Vertex && (ir.UsesLayer() || ir.UsesPointSize());
stage == ShaderStage::Vertex && (ir.UsesLayer() || ir.UsesViewportIndex());
entries.shader_length = ir.GetLength();
return entries;
}
@ -302,7 +302,8 @@ private:
if (ir.UsesViewportIndex()) {
code.AddLine("int gl_ViewportIndex;");
}
} else if (stage == ShaderStage::Vertex && !device.HasVertexViewportLayer()) {
} else if ((ir.UsesLayer() || ir.UsesViewportIndex()) && stage == ShaderStage::Vertex &&
!device.HasVertexViewportLayer()) {
LOG_ERROR(
Render_OpenGL,
"GL_ARB_shader_viewport_layer_array is not available and its required by a shader");

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