From 7dafa96ab59892b7f1fbffdb61e4326e6443955f Mon Sep 17 00:00:00 2001 From: ReinUsesLisp Date: Thu, 24 Jun 2021 02:41:09 -0300 Subject: shader: Rework varyings and implement passthrough geometry shaders Put all varyings into a single std::bitset with helpers to access it. Implement passthrough geometry shaders using host's. --- src/shader_recompiler/backend/glsl/emit_glsl_context_get_set.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'src/shader_recompiler/backend/glsl/emit_glsl_context_get_set.cpp') diff --git a/src/shader_recompiler/backend/glsl/emit_glsl_context_get_set.cpp b/src/shader_recompiler/backend/glsl/emit_glsl_context_get_set.cpp index 3d2ba2eee..16e2a8502 100644 --- a/src/shader_recompiler/backend/glsl/emit_glsl_context_get_set.cpp +++ b/src/shader_recompiler/backend/glsl/emit_glsl_context_get_set.cpp @@ -179,7 +179,7 @@ void EmitGetAttribute(EmitContext& ctx, IR::Inst& inst, IR::Attribute attr, const char swizzle{"xyzw"[element]}; if (IR::IsGeneric(attr)) { const u32 index{IR::GenericAttributeIndex(attr)}; - if (!ctx.runtime_info.previous_stage_stores_generic[index]) { + if (!ctx.runtime_info.previous_stage_stores.Generic(index)) { ctx.AddF32("{}=0.f;", inst, attr); return; } -- cgit v1.2.3