glsl: Only declare fragment outputs on fragment shaders

This commit is contained in:
ReinUsesLisp 2021-06-16 04:48:05 -03:00 committed by ameerj
parent 0ffea97e2e
commit 892b8aa2ad

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@ -340,11 +340,13 @@ EmitContext::EmitContext(IR::Program& program, Bindings& bindings, const Profile
const auto qualifier{stage == Stage::TessellationControl ? "out" : "in"}; const auto qualifier{stage == Stage::TessellationControl ? "out" : "in"};
header += fmt::format("layout(location={})patch {} vec4 patch{};", index, qualifier, index); header += fmt::format("layout(location={})patch {} vec4 patch{};", index, qualifier, index);
} }
for (size_t index = 0; index < info.stores_frag_color.size(); ++index) { if (stage == Stage::Fragment) {
if (!info.stores_frag_color[index] && !profile.need_declared_frag_colors) { for (size_t index = 0; index < info.stores_frag_color.size(); ++index) {
continue; if (!info.stores_frag_color[index] && !profile.need_declared_frag_colors) {
continue;
}
header += fmt::format("layout(location={})out vec4 frag_color{};", index, index);
} }
header += fmt::format("layout(location={})out vec4 frag_color{};", index, index);
} }
for (size_t index = 0; index < info.stores_generics.size(); ++index) { for (size_t index = 0; index < info.stores_generics.size(); ++index) {
// TODO: Properly resolve attribute issues // TODO: Properly resolve attribute issues