Update the shader translator to use new enums for ES3 shader vertex input and fragment outputs.
This fixes many corner cases and error messages with ES3 syntax.
TRAC #23268
Signed-off-by: Geoff Lang
Signed-off-by: Nicolas Capens
Authored-by: Jamie Madill
diff --git a/src/compiler/OutputHLSL.cpp b/src/compiler/OutputHLSL.cpp
index a9421b2..95bbc29 100644
--- a/src/compiler/OutputHLSL.cpp
+++ b/src/compiler/OutputHLSL.cpp
@@ -1397,7 +1397,7 @@
out << decorateUniform(name, node->getType());
}
}
- else if (qualifier == EvqAttribute)
+ else if (qualifier == EvqAttribute || qualifier == EvqVertexInput)
{
mReferencedAttributes[name] = node;
out << decorate(name);
@@ -1407,7 +1407,7 @@
mReferencedVaryings[name] = node;
out << decorate(name);
}
- else if (qualifier == EvqFragColor)
+ else if (qualifier == EvqFragColor || qualifier == EvqFragmentOutput)
{
out << "gl_Color[0]";
mUsesFragColor = true;