gl_shader_decompiler: Fix conditional usage of GL_ARB_shader_viewport_layer_array
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		| @@ -246,7 +246,7 @@ public: | ||||
|         } | ||||
|         entries.clip_distances = ir.GetClipDistances(); | ||||
|         entries.shader_viewport_layer_array = | ||||
|             stage == ShaderStage::Vertex && (ir.UsesLayer() || ir.UsesPointSize()); | ||||
|             stage == ShaderStage::Vertex && (ir.UsesLayer() || ir.UsesViewportIndex()); | ||||
|         entries.shader_length = ir.GetLength(); | ||||
|         return entries; | ||||
|     } | ||||
| @@ -302,7 +302,8 @@ private: | ||||
|             if (ir.UsesViewportIndex()) { | ||||
|                 code.AddLine("int gl_ViewportIndex;"); | ||||
|             } | ||||
|         } else if (stage == ShaderStage::Vertex && !device.HasVertexViewportLayer()) { | ||||
|         } else if ((ir.UsesLayer() || ir.UsesViewportIndex()) && stage == ShaderStage::Vertex && | ||||
|                    !device.HasVertexViewportLayer()) { | ||||
|             LOG_ERROR( | ||||
|                 Render_OpenGL, | ||||
|                 "GL_ARB_shader_viewport_layer_array is not available and its required by a shader"); | ||||
|   | ||||
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