glsl: Fix precise variable declaration
and add some more separation in the shader for better debugability when dumped
This commit is contained in:
parent
8c684b3e23
commit
59576b82a8
3 changed files with 32 additions and 31 deletions
|
@ -150,7 +150,7 @@ void SetupOutPerVertex(Stage stage, const Info& info, std::string& header) {
|
|||
if (info.stores_clip_distance) {
|
||||
header += "float gl_ClipDistance[];";
|
||||
}
|
||||
header += "};";
|
||||
header += "};\n";
|
||||
}
|
||||
} // namespace
|
||||
|
||||
|
@ -223,6 +223,7 @@ EmitContext::EmitContext(IR::Program& program, Bindings& bindings, const Profile
|
|||
header += declaration;
|
||||
}
|
||||
}
|
||||
header += "\n";
|
||||
DefineConstantBuffers(bindings);
|
||||
DefineStorageBuffers(bindings);
|
||||
SetupImages(bindings);
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue