metal: use EXT_vulkan_glsl_relaxed

This commit is contained in:
Alex Szpakowski
2021-03-23 21:57:36 -03:00
parent cc140ed1ad
commit c0a8aa3ef7
3 changed files with 5 additions and 12 deletions
+1 -1
View File
@@ -250,7 +250,7 @@ Shader::Shader(id<MTLDevice> device, love::graphics::ShaderStage *vertex, love::
continue;
}
if (resource.name == "love_UniformsPerDrawBuffer")
if (resource.name == "gl_DefaultUniformBlock")
{
msl.set_decoration(resource.id, spv::DecorationBinding, 0);
const SPIRType &type = msl.get_type(resource.base_type_id);
+4 -3
View File
@@ -154,11 +154,12 @@ ShaderStage::ShaderStage(love::graphics::Graphics *gfx, StageType stage, const s
// We can't reuse the validation glslang shader object in the base class,
// because we need these options set (and the language set to >= 300).
glslangShader->setEnvInput(EShSourceGlsl, glslangStage, EShClientNone, 0);
glslangShader->setEnvClient(EShClientOpenGL, EShTargetOpenGL_450);
glslangShader->setEnvTarget(EShTargetSpv, EShTargetSpv_1_0);
glslangShader->setEnvInput(EShSourceGlsl, glslangStage, EShClientVulkan, 450);
glslangShader->setEnvClient(EShClientVulkan, EShTargetVulkan_1_2);
glslangShader->setEnvTarget(EShTargetSpv, EShTargetSpv_1_5);
glslangShader->setAutoMapLocations(true);
glslangShader->setAutoMapBindings(true);
glslangShader->setEnvInputVulkanRulesRelaxed();
const char *csrc = source.c_str();
int srclen = (int) source.length();