[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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