Fix issue with separable shader validation in iomapper

This commit is contained in:
Kevin McCullough 2021-10-13 15:32:38 -07:00
parent b9ba4c5743
commit cbab732905
15 changed files with 1350 additions and 2 deletions

View file

@ -514,6 +514,24 @@ struct TSymbolValidater
return;
}
else {
// Deal with input/output pairs where one is a block member but the other is loose,
// e.g. with ARB_separate_shader_objects
if (type1.getBasicType() == EbtBlock &&
type1.isStruct() && !type2.isStruct()) {
// Iterate through block members tracking layout
glslang::TString name;
type1.getStruct()->begin()->type->appendMangledName(name);
if (name == mangleName2
&& type1.getQualifier().layoutLocation == type2.getQualifier().layoutLocation) return;
}
if (type2.getBasicType() == EbtBlock &&
type2.isStruct() && !type1.isStruct()) {
// Iterate through block members tracking layout
glslang::TString name;
type2.getStruct()->begin()->type->appendMangledName(name);
if (name == mangleName1
&& type1.getQualifier().layoutLocation == type2.getQualifier().layoutLocation) return;
}
TString err = "Invalid In/Out variable type : " + entKey.first;
infoSink.info.message(EPrefixInternalError, err.c_str());
hadError = true;