gl_shader_decompiler: Fix conditional usage of GL_ARB_shader_viewport_layer_array
This commit is contained in:
parent
c9d886c84e
commit
aca40de224
@ -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");
|
||||
|
Loading…
Reference in New Issue
Block a user