SPV: Add auto location mapping of non-opaque non-block uniform variables.

Fix #1019.
This commit is contained in:
John Kessenich 2017-08-26 15:47:25 -06:00
parent 8268a35504
commit 82e95a3aa5
9 changed files with 93 additions and 12 deletions

View file

@ -533,9 +533,10 @@ class TIoMapper;
// Allows to customize the binding layout after linking.
// All used uniform variables will invoke at least validateBinding.
// If validateBinding returned true then the other resolveBinding
// and resolveSet are invoked to resolve the binding and descriptor
// set index respectively.
// If validateBinding returned true then the other resolveBinding,
// resolveSet, and resolveLocation are invoked to resolve the binding
// and descriptor set index respectively.
//
// Invocations happen in a particular order:
// 1) all shader inputs
// 2) all shader outputs
@ -567,6 +568,9 @@ public:
// Should return a value >= 0 if the current set should be overridden.
// Return -1 if the current set (including no set) should be kept.
virtual int resolveSet(EShLanguage stage, const char* name, const TType& type, bool is_live) = 0;
// Should return a value >= 0 if the current location should be overridden.
// Return -1 if the current location (including no location) should be kept.
virtual int resolveUniformLocation(EShLanguage stage, const char* name, const TType& type, bool is_live) = 0;
// Should return true if the resulting/current setup would be okay.
// Basic idea is to do aliasing checks and reject invalid semantic names.
virtual bool validateInOut(EShLanguage stage, const char* name, const TType& type, bool is_live) = 0;