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
* rework how shader interface block naming rules are handled * Fixes 2136 According to the spec, shader interfaces (uniform blocks, buffer blocks, input blocks, output blocks) all should be matched up via their block names across all compilation units, not instance names. Also, all block names can be re-used between all 4 interface types without conflict. This change makes it so all of these blocks are matched and remapped using block name and not by instance name. Additional the rule that matched uniform and buffer blocks must either be anonymous or named (but not nessearily the same name) is now imposed. * add warning if instance names differ between matched shader interfaces * Add test cases from #2137 which is now fixed as well. * replace some tab characters with spaces * buffer blocks and uniform blocks now share the same block namespace
41 lines
636 B
GLSL
Executable File
41 lines
636 B
GLSL
Executable File
#version 430
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// Verify that blocks with different instance names
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// are correctly detected as invalid non-matching blocks
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// when they are matched up by block name
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layout (std140) uniform Block
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{
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mat4 uProj;
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} uD;
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out Vertex
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{
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vec4 v1;
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} oV;
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layout (std140) uniform ColorBlock
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{
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vec4 color1;
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} uC;
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// Error, buffer blocks and uniform blocks share the
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// same namespace for their block name
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layout (std430) buffer ColorBlock
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{
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vec4 color1;
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} uBufC;
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vec4 getWorld();
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vec4 getColor2();
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out vec4 oColor;
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void
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main()
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{
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oColor = uC.color1 * getColor2();
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oV.v1 = uC.color1 + uBufC.color1;
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gl_Position = uD.uProj * getWorld();
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}
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