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Fix OpenGL ES fragment shader compile error
Fix fragment shader compile error (too many parameters in function call) when replaying OpenGL ES desktop application.
This commit is contained in:
committed by
Baldur Karlsson
parent
0e311e1b62
commit
a8ca37f5e5
@@ -58,7 +58,8 @@ layout(binding = 9) uniform PRECISION usamplerBuffer texUIntBuffer;
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layout(binding = 10) uniform PRECISION usampler2DMS texUInt2DMS;
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#endif
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vec4 SampleTextureFloat4(int type, vec2 pos, float slice, int mipLevel, int sampleIdx, vec3 texRes)
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vec4 SampleTextureFloat4(int type, vec2 pos, float slice, int mipLevel, int sampleIdx, vec3 texRes,
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uvec4 YUVDownsampleRate, uvec4 YUVAChannels)
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{
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return vec4(0.0f, 0.0f, 0.0f, 0.0f);
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}
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@@ -125,7 +126,8 @@ layout(binding = 9) uniform PRECISION isamplerBuffer texSIntBuffer;
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layout(binding = 10) uniform PRECISION isampler2DMS texSInt2DMS;
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#endif
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vec4 SampleTextureFloat4(int type, vec2 pos, float slice, int mipLevel, int sampleIdx, vec3 texRes)
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vec4 SampleTextureFloat4(int type, vec2 pos, float slice, int mipLevel, int sampleIdx, vec3 texRes,
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uvec4 YUVDownsampleRate, uvec4 YUVAChannels)
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{
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return vec4(0.0f, 0.0f, 0.0f, 0.0f);
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}
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@@ -194,7 +196,8 @@ layout(binding = 9) uniform PRECISION samplerBuffer texBuffer;
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layout(binding = 10) uniform PRECISION sampler2DMS tex2DMS;
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#endif
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vec4 SampleTextureFloat4(int type, vec2 pos, float slice, int mipLevel, int sampleIdx, vec3 texRes)
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vec4 SampleTextureFloat4(int type, vec2 pos, float slice, int mipLevel, int sampleIdx, vec3 texRes,
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uvec4 YUVDownsampleRate, uvec4 YUVAChannels)
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{
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vec4 col;
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if(type == RESTYPE_TEX2D)
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