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SPIRVCompiler: Pad fragment output components for MSL
Fixes some Reshade shaders not compiling.
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@ -176,6 +176,11 @@ std::optional<SPIRVCompiler::SPIRVCodeVector> SPIRVCompiler::CompileShader(GPUSh
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std::optional<std::string> SPIRVCompiler::CompileSPIRVToMSL(std::span<const SPIRVCodeType> spv)
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std::optional<std::string> SPIRVCompiler::CompileSPIRVToMSL(std::span<const SPIRVCodeType> spv)
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{
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{
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spirv_cross::CompilerMSL compiler(spv.data(), spv.size());
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spirv_cross::CompilerMSL compiler(spv.data(), spv.size());
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spirv_cross::CompilerMSL::Options options = compiler.get_msl_options();
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options.pad_fragment_output_components = true;
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compiler.set_msl_options(options);
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std::string msl = compiler.compile();
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std::string msl = compiler.compile();
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return (msl.empty()) ? std::optional<std::string>() : std::optional<std::string>(std::move(msl));
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return (msl.empty()) ? std::optional<std::string>() : std::optional<std::string>(std::move(msl));
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}
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}
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