Fix backwards check for value of BaseVertex SPIR-V builtin

This commit is contained in:
baldurk
2026-02-11 13:30:22 +00:00
parent c14a4807ba
commit 72e5a89778
+3 -3
View File
@@ -1109,12 +1109,12 @@ static void ConvertToMeshOutputCompute(const ShaderReflection &refl, const SPIRV
{
if(action->flags & ActionFlags::Indexed)
{
valueID = editor.AddConstantImmediate<uint32_t>(action->vertexOffset);
valueID = editor.AddConstantImmediate<uint32_t>(action->baseVertex);
compType = CompType::SInt;
}
else
{
valueID = editor.AddConstantImmediate<int32_t>(action->baseVertex);
compType = CompType::SInt;
valueID = editor.AddConstantImmediate<int32_t>(action->vertexOffset);
}
}
else if(builtin == ShaderBuiltin::BaseInstance)