mirror of
https://github.com/baldurk/renderdoc.git
synced 2026-08-27 17:06:32 +00:00
GL Descriptors process input signatures with ShaderBuiltin::Undefined
As an example SPIRV compiled vertex shaders can have input signatures with a mixture of Undefined and valid ShaderBuiltIn's Closes #3375
This commit is contained in:
@@ -2415,14 +2415,6 @@ void EvaluateVertexAttributeBinds(GLuint curProg, const ShaderReflection *refl,
|
||||
if(!refl)
|
||||
return;
|
||||
|
||||
if(spirv)
|
||||
{
|
||||
for(size_t i = 0; i < refl->inputSignature.size(); i++)
|
||||
if(refl->inputSignature[i].systemValue == ShaderBuiltin::Undefined)
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
for(int32_t i = 0; i < refl->inputSignature.count(); i++)
|
||||
{
|
||||
// skip system inputs, as some drivers will return a location for them
|
||||
|
||||
Reference in New Issue
Block a user