PostProcessing: Fix for Metal renderer

This commit is contained in:
Stenzek
2023-11-04 20:28:45 +10:00
parent 9d88a373bd
commit ca5b07acff
4 changed files with 19 additions and 17 deletions

View File

@ -176,6 +176,7 @@ bool PostProcessing::GLSLShader::Apply(GPUTexture* input, GPUFramebuffer* final_
g_gpu_device->SetPipeline(m_pipeline.get());
g_gpu_device->SetTextureSampler(0, input, m_sampler.get());
g_gpu_device->SetViewportAndScissor(final_left, final_top, final_width, final_height);
const u32 uniforms_size = GetUniformsSize();
void* uniforms = g_gpu_device->MapUniformBuffer(uniforms_size);
@ -377,7 +378,7 @@ static float4 o_col0;
{
if (m_use_glsl_interface_blocks)
{
if (IsVulkan())
if (IsVulkan() || IsMetal())
ss << "layout(location = 0) ";
ss << "in VertexData {\n";