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fb53f83503
Use of gl_Layer and gl_ViewportIndex in tessellation and vertex shaders should not trigger the addition of the Geometry capability. Fixes #2461 Added tests for use of gl_Layer and gl_ViewportIndex in a tessellation evaluation shader. Several tests for NVIDIA features for tessellation, vertex, or mesh shaders now lose the Geometry or MultiViewport capabilities. This is ok because the functionality is already covered by the ShaderViewportIndexLayerNV capability. The spv.meshShaderPerViewBuiltins.mesh test now fails validation because the validator does not know that PrimitiveId (and possibly other) builtins are enabled by the MeshShadingNV capability. I filed https://github.com/KhronosGroup/SPIRV-Headers/issues/179 to fix the grammar upstream.
9 lines
133 B
GLSL
9 lines
133 B
GLSL
#version 450
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#extension GL_ARB_shader_viewport_layer_array : require
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layout(triangles) in;
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void main() {
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gl_ViewportIndex = 1;
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}
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