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  • OutputGLSLBase.h
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  • Jamie Madill's avatar
    Vulkan: Support multiple vertex outputs. · 2a9e107c
    Jamie Madill authored Sep 22, 2017
    This is a bit of a hack, similar to how D3D11 works. We need to write
    output locations in the GLSL shader before we send them to glslang,
    so we wait until the link call, then string-replace some hard-coded
    identifeir code to the attribute location determined by ANGLE.
    
    This CL also fills in some of the vertex format conversion tables in
    formatutilsvk.cpp.
    
    BUG=angleproject:2167
    
    Change-Id: I2424d0d990bdbcd831a4dd130e61e87d8f8f479f
    Reviewed-on: https://chromium-review.googlesource.com/677555
    Commit-Queue: Jamie Madill <jmadill@chromium.org>
    Reviewed-by: 's avatarFrank Henigman <fjhenigman@chromium.org>
    2a9e107c
OutputGLSLBase.h 4.79 KB
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