d62b0a9e29
Previous code relied on GLSL parameter order (something that's always ill-formed on an IR design). This approach passes spatial coordiantes through operation nodes and array and depth compare values in the the texture metadata. It still contains an "extra" vector containing generic nodes for bias and component index (for example) which is still a bit ill-formed but it should be better than the previous approach. |
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decode | ||
decode.cpp | ||
shader_ir.cpp | ||
shader_ir.h | ||
track.cpp |