From aca40de224994ba6bc7547224a4f8450a840fde3 Mon Sep 17 00:00:00 2001 From: ReinUsesLisp Date: Thu, 11 Jul 2019 04:24:57 -0300 Subject: [PATCH] gl_shader_decompiler: Fix conditional usage of GL_ARB_shader_viewport_layer_array --- src/video_core/renderer_opengl/gl_shader_decompiler.cpp | 5 +++-- 1 file changed, 3 insertions(+), 2 deletions(-) diff --git a/src/video_core/renderer_opengl/gl_shader_decompiler.cpp b/src/video_core/renderer_opengl/gl_shader_decompiler.cpp index a4451dd2fb..d0f5793230 100644 --- a/src/video_core/renderer_opengl/gl_shader_decompiler.cpp +++ b/src/video_core/renderer_opengl/gl_shader_decompiler.cpp @@ -246,7 +246,7 @@ public: } entries.clip_distances = ir.GetClipDistances(); entries.shader_viewport_layer_array = - stage == ShaderStage::Vertex && (ir.UsesLayer() || ir.UsesPointSize()); + stage == ShaderStage::Vertex && (ir.UsesLayer() || ir.UsesViewportIndex()); entries.shader_length = ir.GetLength(); return entries; } @@ -302,7 +302,8 @@ private: if (ir.UsesViewportIndex()) { code.AddLine("int gl_ViewportIndex;"); } - } else if (stage == ShaderStage::Vertex && !device.HasVertexViewportLayer()) { + } else if ((ir.UsesLayer() || ir.UsesViewportIndex()) && stage == ShaderStage::Vertex && + !device.HasVertexViewportLayer()) { LOG_ERROR( Render_OpenGL, "GL_ARB_shader_viewport_layer_array is not available and its required by a shader");