mesh shader: fix implicit index-array size calculation for lines and triangles

#fixed #3041
This commit is contained in:
Try 2022-10-16 15:36:19 +02:00
parent 5755de46b0
commit a21b8d8d8d

View File

@ -836,12 +836,16 @@ int TParseContext::getIoArrayImplicitSize(const TQualifier &qualifier, TString *
} else if (language == EShLangMesh) {
unsigned int maxPrimitives =
intermediate.getPrimitives() != TQualifier::layoutNotSet ? intermediate.getPrimitives() : 0;
if (qualifier.builtIn == EbvPrimitiveIndicesNV || qualifier.builtIn == EbvPrimitiveTriangleIndicesEXT ||
qualifier.builtIn == EbvPrimitiveLineIndicesEXT || qualifier.builtIn == EbvPrimitivePointIndicesEXT) {
if (qualifier.builtIn == EbvPrimitiveIndicesNV) {
expectedSize = maxPrimitives * TQualifier::mapGeometryToSize(intermediate.getOutputPrimitive());
str = "max_primitives*";
str += TQualifier::getGeometryString(intermediate.getOutputPrimitive());
}
else if (qualifier.builtIn == EbvPrimitiveTriangleIndicesEXT || qualifier.builtIn == EbvPrimitiveLineIndicesEXT ||
qualifier.builtIn == EbvPrimitivePointIndicesEXT) {
expectedSize = maxPrimitives;
str = "max_primitives";
}
else if (qualifier.isPerPrimitive()) {
expectedSize = maxPrimitives;
str = "max_primitives";