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