HLSL: Have loose uniforms also go through the makeTypeNonIo() path.

This commit is contained in:
John Kessenich
2017-02-03 14:06:36 -07:00
parent 2c5ab9c8fc
commit 88c4464df5
6 changed files with 21 additions and 14 deletions

View File

@@ -159,6 +159,12 @@ bool HlslParseContext::shouldConvertLValue(const TIntermNode* node) const
return false;
}
void HlslParseContext::growGlobalUniformBlock(TSourceLoc& loc, TType& memberType, TString& memberName)
{
makeTypeNonIo(&memberType); //?? losing offsets is okay?
TParseContextBase::growGlobalUniformBlock(loc, memberType, memberName);
}
//
// Return a TLayoutFormat corresponding to the given texture type.
//