gl_shader_decompiler: Fix conditional usage of GL_ARB_shader_viewport_layer_array

This commit is contained in:
ReinUsesLisp 2019-07-11 04:24:57 -03:00
parent c9d886c84e
commit aca40de224

View file

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