Tests: More broadly use automapping binding/location.

This adds or changes binding/location decorations in 100s of shaders.
It also allows more output (spv.register.autoassign.rangetest.frag)
due to allowing ioMap() to fail.
This commit is contained in:
John Kessenich 2020-07-01 06:30:16 -06:00
parent b112fac003
commit f6facfa189
247 changed files with 1333 additions and 721 deletions

View file

@ -253,10 +253,13 @@ public:
glslang::TProgram program;
program.addShader(&shader);
success &= program.link(controls);
spv::SpvBuildLogger logger;
#ifndef GLSLANG_WEB
if (success)
program.mapIO();
#endif
if (success && (controls & EShMsgSpvRules)) {
spv::SpvBuildLogger logger;
std::vector<uint32_t> spirv_binary;
options().disableOptimizer = !enableOptimizer;
options().generateDebugInfo = enableDebug;
@ -313,7 +316,8 @@ public:
success &= program.link(controls);
#ifndef GLSLANG_WEB
success &= program.mapIO();
if (success)
program.mapIO();
#endif
spv::SpvBuildLogger logger;
@ -356,10 +360,13 @@ public:
glslang::TProgram program;
program.addShader(&shader);
success &= program.link(controls);
spv::SpvBuildLogger logger;
#ifndef GLSLANG_WEB
if (success)
program.mapIO();
#endif
if (success && (controls & EShMsgSpvRules)) {
spv::SpvBuildLogger logger;
std::vector<uint32_t> spirv_binary;
glslang::GlslangToSpv(*program.getIntermediate(stage),
spirv_binary, &logger, &options());