From a8ca37f5e5e70f6715eb2b331233273c0ba9b6cd Mon Sep 17 00:00:00 2001 From: "tabi.katalin" Date: Mon, 17 Dec 2018 15:44:53 +0100 Subject: [PATCH] Fix OpenGL ES fragment shader compile error Fix fragment shader compile error (too many parameters in function call) when replaying OpenGL ES desktop application. --- renderdoc/data/glsl/gles_texsample.h | 9 ++++++--- 1 file changed, 6 insertions(+), 3 deletions(-) diff --git a/renderdoc/data/glsl/gles_texsample.h b/renderdoc/data/glsl/gles_texsample.h index eb6ecbdad..e0e96eb4d 100644 --- a/renderdoc/data/glsl/gles_texsample.h +++ b/renderdoc/data/glsl/gles_texsample.h @@ -58,7 +58,8 @@ layout(binding = 9) uniform PRECISION usamplerBuffer texUIntBuffer; layout(binding = 10) uniform PRECISION usampler2DMS texUInt2DMS; #endif -vec4 SampleTextureFloat4(int type, vec2 pos, float slice, int mipLevel, int sampleIdx, vec3 texRes) +vec4 SampleTextureFloat4(int type, vec2 pos, float slice, int mipLevel, int sampleIdx, vec3 texRes, + uvec4 YUVDownsampleRate, uvec4 YUVAChannels) { return vec4(0.0f, 0.0f, 0.0f, 0.0f); } @@ -125,7 +126,8 @@ layout(binding = 9) uniform PRECISION isamplerBuffer texSIntBuffer; layout(binding = 10) uniform PRECISION isampler2DMS texSInt2DMS; #endif -vec4 SampleTextureFloat4(int type, vec2 pos, float slice, int mipLevel, int sampleIdx, vec3 texRes) +vec4 SampleTextureFloat4(int type, vec2 pos, float slice, int mipLevel, int sampleIdx, vec3 texRes, + uvec4 YUVDownsampleRate, uvec4 YUVAChannels) { return vec4(0.0f, 0.0f, 0.0f, 0.0f); } @@ -194,7 +196,8 @@ layout(binding = 9) uniform PRECISION samplerBuffer texBuffer; layout(binding = 10) uniform PRECISION sampler2DMS tex2DMS; #endif -vec4 SampleTextureFloat4(int type, vec2 pos, float slice, int mipLevel, int sampleIdx, vec3 texRes) +vec4 SampleTextureFloat4(int type, vec2 pos, float slice, int mipLevel, int sampleIdx, vec3 texRes, + uvec4 YUVDownsampleRate, uvec4 YUVAChannels) { vec4 col; if(type == RESTYPE_TEX2D)