forked from suyu/suyu
gl_shader_decompiler: Fix geometry shader outputs for Intel drivers
On Intel's proprietary drivers, gl_Layer and gl_ViewportIndex are not allowed members of gl_PerVertex block, causing the shader to fail to compile. Fix this by declaring these variables outside of gl_PerVertex.
This commit is contained in:
parent
e68ee43a1a
commit
70188d69b0
1 changed files with 15 additions and 13 deletions
|
@ -618,19 +618,6 @@ private:
|
|||
break;
|
||||
}
|
||||
}
|
||||
if (stage != ShaderType::Vertex || device.HasVertexViewportLayer()) {
|
||||
if (ir.UsesLayer()) {
|
||||
code.AddLine("int gl_Layer;");
|
||||
}
|
||||
if (ir.UsesViewportIndex()) {
|
||||
code.AddLine("int gl_ViewportIndex;");
|
||||
}
|
||||
} else if ((ir.UsesLayer() || ir.UsesViewportIndex()) && stage == ShaderType::Vertex &&
|
||||
!device.HasVertexViewportLayer()) {
|
||||
LOG_ERROR(
|
||||
Render_OpenGL,
|
||||
"GL_ARB_shader_viewport_layer_array is not available and its required by a shader");
|
||||
}
|
||||
|
||||
if (ir.UsesPointSize()) {
|
||||
code.AddLine("float gl_PointSize;");
|
||||
|
@ -647,6 +634,21 @@ private:
|
|||
--code.scope;
|
||||
code.AddLine("}};");
|
||||
code.AddNewLine();
|
||||
|
||||
if (stage != ShaderType::Vertex || device.HasVertexViewportLayer()) {
|
||||
if (ir.UsesLayer()) {
|
||||
code.AddLine("out int gl_Layer;");
|
||||
}
|
||||
if (ir.UsesViewportIndex()) {
|
||||
code.AddLine("out int gl_ViewportIndex;");
|
||||
}
|
||||
} else if ((ir.UsesLayer() || ir.UsesViewportIndex()) && stage == ShaderType::Vertex &&
|
||||
!device.HasVertexViewportLayer()) {
|
||||
LOG_ERROR(
|
||||
Render_OpenGL,
|
||||
"GL_ARB_shader_viewport_layer_array is not available and its required by a shader");
|
||||
}
|
||||
code.AddNewLine();
|
||||
}
|
||||
|
||||
void DeclareRegisters() {
|
||||
|
|
Loading…
Reference in a new issue