vk: Fix shader interpreter inputs when textures are not used

This commit is contained in:
kd-11 2025-06-24 04:22:36 +03:00 committed by kd-11
parent 1f0328c5d5
commit 3df93dcc19

View file

@ -275,12 +275,15 @@ namespace vk
in.name = "FragmentInstructionBlock"; in.name = "FragmentInstructionBlock";
inputs.push_back(in); inputs.push_back(in);
for (int i = 0, location = m_fragment_textures_start; i < 4; ++i, ++location) if (compiler_options & program_common::interpreter::COMPILER_OPT_ENABLE_TEXTURES)
{ {
in.location = location; for (int i = 0, location = m_fragment_textures_start; i < 4; ++i, ++location)
in.name = std::string(type_names[i]) + "_array[16]"; {
in.type = glsl::input_type_texture; in.location = location;
inputs.push_back(in); in.name = std::string(type_names[i]) + "_array[16]";
in.type = glsl::input_type_texture;
inputs.push_back(in);
}
} }
vk_prog->SetInputs(inputs); vk_prog->SetInputs(inputs);