SPV: Give error on not assigning locations to I/O.
Also, provides an option to auto-assign locations. Existing tests use this option, to avoid the error message, however, it is not fully implemented yet.
This commit is contained in:
parent
24e895b4a3
commit
71facdf435
14 changed files with 97 additions and 10 deletions
|
|
@ -202,6 +202,7 @@ public:
|
|||
const EShLanguage kind = GetShaderStage(GetSuffix(shaderName));
|
||||
|
||||
glslang::TShader shader(kind);
|
||||
shader.setAutoMapLocations(true);
|
||||
shader.setFlattenUniformArrays(flattenUniformArrays);
|
||||
|
||||
bool success = compile(&shader, code, entryPointName, controls);
|
||||
|
|
@ -254,6 +255,7 @@ public:
|
|||
shader.setShiftUboBinding(baseUboBinding);
|
||||
shader.setShiftSsboBinding(baseSsboBinding);
|
||||
shader.setAutoMapBindings(autoMapBindings);
|
||||
shader.setAutoMapLocations(true);
|
||||
shader.setFlattenUniformArrays(flattenUniformArrays);
|
||||
|
||||
bool success = compile(&shader, code, entryPointName, controls);
|
||||
|
|
@ -295,6 +297,8 @@ public:
|
|||
const EShLanguage kind = GetShaderStage(GetSuffix(shaderName));
|
||||
|
||||
glslang::TShader shader(kind);
|
||||
shader.setAutoMapLocations(true);
|
||||
|
||||
bool success = compile(&shader, code, entryPointName, controls);
|
||||
|
||||
glslang::TProgram program;
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue