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SPIR-V non-float vertex patching #71
SPIR-V non-float vertex patching #71
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One quick thing and then this should be good to go
((uint32_t*)vshader->parseData->output)[typeLoadOffset] = typeLoad; | ||
*ptr_to_opcode_u32 = (*ptr_to_opcode_u32 & 0xFFFF0000) | opcodeLoad; | ||
} | ||
} |
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We should also patch in the opposite direction, in case one layout uses short and another uses float (unlikely but I wouldn't want to debug that without advance knowledge...)
The SDL_gpu backend needs to patch SPIR-V for non-float inputs to render correctly.