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gl_shader_decompiler: Declare gl_Layer and gl_ViewportIndex within gl_PerVertex for vertex and tessellation shaders
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@ -619,6 +619,21 @@ private:
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}
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}
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if (stage != ShaderType::Geometry &&
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(stage != ShaderType::Vertex || device.HasVertexViewportLayer())) {
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if (ir.UsesLayer()) {
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code.AddLine("int gl_Layer;");
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}
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if (ir.UsesViewportIndex()) {
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code.AddLine("int gl_ViewportIndex;");
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}
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} else if ((ir.UsesLayer() || ir.UsesViewportIndex()) && stage == ShaderType::Vertex &&
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!device.HasVertexViewportLayer()) {
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LOG_ERROR(
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Render_OpenGL,
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"GL_ARB_shader_viewport_layer_array is not available and its required by a shader");
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}
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if (ir.UsesPointSize()) {
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code.AddLine("float gl_PointSize;");
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}
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@ -635,18 +650,13 @@ private:
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code.AddLine("}};");
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code.AddNewLine();
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if (stage != ShaderType::Vertex || device.HasVertexViewportLayer()) {
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if (stage == ShaderType::Geometry) {
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if (ir.UsesLayer()) {
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code.AddLine("out int gl_Layer;");
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}
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if (ir.UsesViewportIndex()) {
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code.AddLine("out int gl_ViewportIndex;");
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}
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} else if ((ir.UsesLayer() || ir.UsesViewportIndex()) && stage == ShaderType::Vertex &&
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!device.HasVertexViewportLayer()) {
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LOG_ERROR(
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Render_OpenGL,
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"GL_ARB_shader_viewport_layer_array is not available and its required by a shader");
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}
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code.AddNewLine();
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}
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