SPIR-V: Whoops, flip the store operands around correctly
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8d476fc845
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ca54f9f212
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@ -303,7 +303,7 @@ void SpirvShaderTranslator::StartTranslation() {
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b.addDecoration(point_size_, spv::Decoration::DecorationLocation, 17);
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b.addDecoration(point_size_, spv::Decoration::DecorationLocation, 17);
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// Set default point-size value (-1.0f, indicating to the geometry shader
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// Set default point-size value (-1.0f, indicating to the geometry shader
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// that the register value should be used instead of the per-vertex value)
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// that the register value should be used instead of the per-vertex value)
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b.createStore(point_size_, b.makeFloatConstant(-1.0f));
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b.createStore(b.makeFloatConstant(-1.0f), point_size_);
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point_coord_ = b.createVariable(spv::StorageClass::StorageClassOutput,
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point_coord_ = b.createVariable(spv::StorageClass::StorageClassOutput,
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vec2_float_type_, "point_coord");
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vec2_float_type_, "point_coord");
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@ -311,10 +311,10 @@ void SpirvShaderTranslator::StartTranslation() {
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// point_coord is only ever populated in a geometry shader. Just write
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// point_coord is only ever populated in a geometry shader. Just write
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// zero to it in the vertex shader.
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// zero to it in the vertex shader.
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b.createStore(
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b.createStore(
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point_coord_,
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b.makeCompositeConstant(vec2_float_type_,
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b.makeCompositeConstant(vec2_float_type_,
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std::vector<Id>({b.makeFloatConstant(0.0f),
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std::vector<Id>({b.makeFloatConstant(0.0f),
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b.makeFloatConstant(0.0f)})));
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b.makeFloatConstant(0.0f)})),
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point_coord_);
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pos_ = b.createVariable(spv::StorageClass::StorageClassOutput,
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pos_ = b.createVariable(spv::StorageClass::StorageClassOutput,
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vec4_float_type_, "gl_Position");
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vec4_float_type_, "gl_Position");
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