glsl: Remove output generic indexing for geometry stage
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		| @@ -30,10 +30,8 @@ std::string InputVertexIndex(EmitContext& ctx, std::string_view vertex) { | ||||
|     return IsInputArray(ctx.stage) ? fmt::format("[{}]", vertex) : ""; | ||||
| } | ||||
|  | ||||
| std::string OutputVertexIndex(EmitContext& ctx, std::string_view vertex) { | ||||
| std::string OutputVertexIndex(EmitContext& ctx) { | ||||
|     switch (ctx.stage) { | ||||
|     case Stage::Geometry: | ||||
|         return fmt::format("[{}]", vertex); | ||||
|     case Stage::TessellationControl: | ||||
|         return "[gl_InvocationID]"; | ||||
|     default: | ||||
| @@ -252,12 +250,12 @@ void EmitGetAttribute(EmitContext& ctx, IR::Inst& inst, IR::Attribute attr, | ||||
| } | ||||
|  | ||||
| void EmitSetAttribute(EmitContext& ctx, IR::Attribute attr, std::string_view value, | ||||
|                       std::string_view vertex) { | ||||
|                       [[maybe_unused]] std::string_view vertex) { | ||||
|     if (IR::IsGeneric(attr)) { | ||||
|         const u32 index{IR::GenericAttributeIndex(attr)}; | ||||
|         const u32 element{IR::GenericAttributeElement(attr)}; | ||||
|         const GenericElementInfo& info{ctx.output_generics.at(index).at(element)}; | ||||
|         const auto output_decorator{OutputVertexIndex(ctx, vertex)}; | ||||
|         const auto output_decorator{OutputVertexIndex(ctx)}; | ||||
|         if (info.num_components == 1) { | ||||
|             ctx.Add("{}{}={};", info.name, output_decorator, value); | ||||
|         } else { | ||||
|   | ||||
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