Comments (4)
I've met the same problem. And this works for me when I try to use it for es 300 in WebGL2 since Separate Shader Objects feature is not supported until 310.
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Thanks. I'll add your change. It looks like appending descriptor binding info into uniform names is a temporally workaround for extracting information. It can be replaced by a future reflection APIs.
from shaderconductor.
I have to remove the appending descriptor binding info into uniform names. Because the spv::Decoration::DecorationBinding is different on macOS. The test can't pass with it.
from shaderconductor.
A regression happens after update the SPIRV-Cross. The "in_var_xxx" is changed to "in.var.xxx". Need to adopt this change.
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Related Issues (20)
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