GLSL/Vulkan: Enforce no location aliasing in vertex inputs.
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3 changed files with 6 additions and 3 deletions
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@ -847,8 +847,8 @@ int TIntermediate::addUsedLocation(const TQualifier& qualifier, const TType& typ
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// combine location and component ranges
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TIoRange range(locationRange, componentRange, type.getBasicType(), qualifier.hasIndex() ? qualifier.layoutIndex : 0);
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// check for collisions, except for vertex inputs on desktop
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if (! (profile != EEsProfile && language == EShLangVertex && qualifier.isPipeInput()))
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// check for collisions, except for vertex inputs on desktop targeting OpenGL
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if (! (profile != EEsProfile && language == EShLangVertex && qualifier.isPipeInput()) || spvVersion.vulkan > 0)
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collision = checkLocationRange(set, range, type, typeCollision);
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if (collision < 0)
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