GL_EXT_vulkan_glsl_relaxed - retarget gl_VertexID to gl_VertexIndex
instead of allowing for multiple declarations of the variable in the resulting SPIR-V, instead use a retargeted mechanism to cause references to gl_VertexID and gl_InstanceID to use the gl_VertexIndex and gl_InstanceIndex symbol.
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7 changed files with 133 additions and 59 deletions
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@ -28,8 +28,8 @@ Shader version: 460
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0:? Linker Objects
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0:? 'io' (layout( location=0) smooth out highp 4-component vector of float)
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0:? 'anon@0' (layout( column_major std140) uniform block{ uniform highp 2-component vector of float a})
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0:? 'gl_VertexID' ( in int VertexIndex)
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0:? 'gl_InstanceID' ( in int InstanceIndex)
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0:? 'gl_VertexIndex' ( in int VertexIndex)
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0:? 'gl_InstanceIndex' ( in int InstanceIndex)
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vk.relaxed.errorcheck.frag
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Shader version: 460
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@ -94,8 +94,8 @@ Shader version: 460
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0:? Linker Objects
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0:? 'io' (layout( location=0) smooth out highp 4-component vector of float)
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0:? 'anon@0' (layout( column_major std140) uniform block{ uniform highp 2-component vector of float a})
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0:? 'gl_VertexID' ( in int VertexIndex)
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0:? 'gl_InstanceID' ( in int InstanceIndex)
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0:? 'gl_VertexIndex' ( in int VertexIndex)
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0:? 'gl_InstanceIndex' ( in int InstanceIndex)
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Shader version: 460
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gl_FragCoord origin is upper left
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0:? Sequence
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