This makes it consistent between GLSL and SPIR-V.
info.tag = v.name;
info.location = v.location;
info.binding = v.binding;
- info.array_size = v.array_size;
+ info.array_size = max(v.array_size, 1U);
info.type = v.type;
}
}
info.name = name;
info.tag = name;
info.offset = offset;
- info.array_size = m.array_size;
+ info.array_size = max(m.array_size, 1U);
info.array_stride = m.array_stride;
info.matrix_stride = m.matrix_stride;
info.type = m.type;