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:
Jake Turner
2024-07-10 13:34:29 +01:00
parent e4a52ffe2a
commit 53b0a84a68
-8
View File
@@ -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