Closed flibitijibibo closed 2 weeks ago
This is where the attrib is emitted, it doesn't have a type declaration so it may get determined when the attrib is loaded, rather than declared?
https://github.com/icculus/mojoshader/blob/main/profiles/mojoshader_profile_spirv.c#L288
Here's where vertex inputs are emitted:
https://github.com/icculus/mojoshader/blob/main/profiles/mojoshader_profile_spirv.c#L2218
We can likely pad the top with OpNop instructions to make room for OpConvertUToF as needed.
Previously we were exploiting Vulkan's
SCALED
types, but this doesn't hold up when SPIRV-Cross gets involved and it won't hold up for SDL_gpu since it can't provide scaled types. I don't think it will be as involved as HLSL/D3D11 but I also don't know if we have to patch in type conversion helpers.CC @thatcosmonaut @TheSpydog