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