Change glsl lang call that supports scalar rather than vector

This commit is contained in:
Doug Johnson 2017-07-08 22:24:28 -06:00
parent 71294a79b8
commit bb0ee0e4a3
1 changed files with 2 additions and 3 deletions

View File

@ -2,7 +2,7 @@
****************************************************************************** ******************************************************************************
* Xenia : Xbox 360 Emulator Research Project * * Xenia : Xbox 360 Emulator Research Project *
****************************************************************************** ******************************************************************************
* Copyright 2016 Ben Vanik. All rights reserved. * * Copyright 2017 Ben Vanik. All rights reserved. *
* Released under the BSD license - see LICENSE in the root for more details. * * Released under the BSD license - see LICENSE in the root for more details. *
****************************************************************************** ******************************************************************************
*/ */
@ -341,8 +341,7 @@ void SpirvShaderTranslator::StartTranslation() {
registers_ptr_, registers_ptr_,
std::vector<Id>({b.makeUintConstant(0)})); std::vector<Id>({b.makeUintConstant(0)}));
auto r0 = b.createLoad(r0_ptr); auto r0 = b.createLoad(r0_ptr);
r0 = b.createCompositeInsert(vertex_idx, r0, vec4_float_type_, r0 = b.createCompositeInsert(vertex_idx, r0, vec4_float_type_, 0);
std::vector<uint32_t>({0}));
b.createStore(r0, r0_ptr); b.createStore(r0, r0_ptr);
} else { } else {
// Pixel inputs from vertex shader. // Pixel inputs from vertex shader.