Fix vertex input check looking at builtin vertex inputs.

This commit is contained in:
Sasha Szpakowski
2024-09-07 19:22:34 -03:00
parent 50ff1e4d2b
commit 247effb43b
+4
View File
@@ -1170,6 +1170,10 @@ bool Shader::validateInternal(StrongRef<ShaderStage> stages[], std::string &err,
{
const glslang::TObjectReflection &info = program.getPipeInput(i);
// Avoid builtins.
if (info.name.rfind("gl_", 0) == 0)
continue;
int location = info.layoutLocation();
if (location == glslang::TQualifier::layoutLocationEnd)
location = -1;