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