shader: initialize perspective sample barycentrics at SampleId

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Claxten authored and nmzik committed 2026-10-07 20:44:46 +04:00
1 parent fbf6ae400c
commit 3ba6ebae81
8 files changed
+99 -6

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@@ -143,6 +143,7 @@ void ValidateValueReferences(const Program& program, ShaderStageInputInfo input_
}
break;
case StageInputKind::BaryCoordSmooth:
case StageInputKind::BaryCoordSmoothSample:
case StageInputKind::BaryCoordSmoothCentroid:
case StageInputKind::BaryCoordNoPerspective:
if (component >= 2u) {
@@ -299,6 +300,9 @@ void CollectBuiltinInputs(const Program& program, ShaderInfo& info) {
break;
case StageInputKind::Layer: AddInput(info, kind, 0, 1, "gl_Layer"); break;
case StageInputKind::SampleId: AddInput(info, kind, 0, 1, "gl_SampleID"); break;
case StageInputKind::BaryCoordSmoothSample:
AddInput(info, StageInputKind::SampleId, 0, 1, "gl_SampleID");
[[fallthrough]];
case StageInputKind::BaryCoordSmooth:
case StageInputKind::BaryCoordSmoothCentroid:
AddInput(info, StageInputKind::BaryCoordSmooth, 0, 3, "gl_BaryCoordKHR");