[PATCH vkd3d 11/14] libs/vkd3d-shader: Determine shader output component count based on shader signature.

Józef Kucia joseph.kucia at gmail.com
Wed Aug 1 08:34:42 CDT 2018


From: Józef Kucia <jkucia at codeweavers.com>

Signed-off-by: Józef Kucia <jkucia at codeweavers.com>
---
 libs/vkd3d-shader/spirv.c | 4 ++--
 1 file changed, 2 insertions(+), 2 deletions(-)

diff --git a/libs/vkd3d-shader/spirv.c b/libs/vkd3d-shader/spirv.c
index 0549fb9a85bc..142993a42c44 100644
--- a/libs/vkd3d-shader/spirv.c
+++ b/libs/vkd3d-shader/spirv.c
@@ -3247,13 +3247,13 @@ static uint32_t vkd3d_dxbc_compiler_emit_output(struct vkd3d_dxbc_compiler *comp
     else
     {
         component_type = signature_element ? signature_element->component_type : VKD3D_TYPE_FLOAT;
-        output_component_count = component_count;
+        output_component_count = vkd3d_write_mask_component_count(signature_element->mask & 0xff);
     }
     assert(component_count <= output_component_count);
 
     storage_class = SpvStorageClassOutput;
     id = vkd3d_dxbc_compiler_emit_variable(compiler, &builder->global_stream,
-            storage_class, component_type, component_count);
+            storage_class, component_type, output_component_count);
     vkd3d_spirv_add_iface_variable(builder, id);
     if (builtin)
     {
-- 
2.16.4




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