shader: fix embedded vertex fetch swizzles

This commit is contained in:
nmzik
2026-09-05 16:00:46 +04:00
parent 9c00c7077b
commit 81a5dd612f
11 changed files with 163 additions and 120 deletions
@@ -175,22 +175,10 @@ uint32_t EmitLocalInvocationIndex(EmitterState& state) {
return value;
}
uint32_t VertexInputDefaultComponentU32(EmitterState& state, VertexInputScalarKind kind,
uint32_t component) {
if ((component & 3u) != 3u) {
return ConstantU32(state, 0);
}
return ConstantU32(state, kind == VertexInputScalarKind::Float ? 0x3f800000u : 1u);
}
uint32_t EmitVertexParameterComponentU32(EmitterState& state, const InputBinding& input,
uint32_t component) {
const auto count = VertexParameterComponentCount(state, input);
const auto count = VertexParameterComponentCount(input);
const auto kind = VertexParameterScalarKind(state, input.location);
if (component >= count) {
return VertexInputDefaultComponentU32(state, kind, component);
}
const auto scalar_type = VertexParameterScalarType(state, kind);
uint32_t raw = state.builder.AllocateId();
if (count == 1u) {