From 53b0a84a684823124199b0567d5cd9c210b40cc0 Mon Sep 17 00:00:00 2001 From: Jake Turner Date: Mon, 8 Jul 2024 15:50:53 +0100 Subject: [PATCH] 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 --- renderdoc/driver/gl/gl_shader_refl.cpp | 8 -------- 1 file changed, 8 deletions(-) diff --git a/renderdoc/driver/gl/gl_shader_refl.cpp b/renderdoc/driver/gl/gl_shader_refl.cpp index c3323a138..b85e002a7 100644 --- a/renderdoc/driver/gl/gl_shader_refl.cpp +++ b/renderdoc/driver/gl/gl_shader_refl.cpp @@ -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