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@@ -166,6 +166,12 @@ void Shader::mapActiveUniforms()
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u.storageTextureFormat = reflectionit->second.format;
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u.access = reflectionit->second.access;
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}
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+ else
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+ {
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+ // No reflection info - maybe glslang was better at detecting
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+ // dead code than the driver's compiler?
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+ continue;
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+ }
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StorageTextureBinding binding = {};
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binding.gltexture = gl.getDefaultTexture(u.textureType, u.dataBaseType);
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@@ -372,6 +378,12 @@ void Shader::mapActiveUniforms()
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u.bufferMemberCount = reflectionit->second.memberCount;
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u.access = reflectionit->second.access;
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}
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+ else
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+ {
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+ // No reflection info - maybe glslang was better at detecting
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+ // dead code than the driver's compiler?
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+ continue;
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+ }
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// Make sure previously set uniform data is preserved, and shader-
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// initialized values are retrieved.
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