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vk: Fix shader interpreter inputs when textures are not used
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parent
1f0328c5d5
commit
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1 changed files with 8 additions and 5 deletions
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@ -275,12 +275,15 @@ namespace vk
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in.name = "FragmentInstructionBlock";
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in.name = "FragmentInstructionBlock";
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inputs.push_back(in);
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inputs.push_back(in);
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for (int i = 0, location = m_fragment_textures_start; i < 4; ++i, ++location)
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if (compiler_options & program_common::interpreter::COMPILER_OPT_ENABLE_TEXTURES)
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{
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{
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in.location = location;
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for (int i = 0, location = m_fragment_textures_start; i < 4; ++i, ++location)
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in.name = std::string(type_names[i]) + "_array[16]";
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{
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in.type = glsl::input_type_texture;
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in.location = location;
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inputs.push_back(in);
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in.name = std::string(type_names[i]) + "_array[16]";
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in.type = glsl::input_type_texture;
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inputs.push_back(in);
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}
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}
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}
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vk_prog->SetInputs(inputs);
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vk_prog->SetInputs(inputs);
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