SPIRV-Cross/reference/opt/shaders/asm/comp/name-alias.asm.invalid.comp
Hans-Kristian Arntzen 2c90ea3acc Improve handling of block name declaration in GLSL.
HLSL UAVs are a bit annoying because they can share block types,
so reflection becomes rather awkward. Sometimes we will need to make
some nasty fallbacks, so add a reflection interface which lets you query
post-shader compile which names was actually declared in the shader.
2017-12-01 14:30:10 +01:00

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#version 310 es
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
struct alias
{
vec3 alias[100];
};
struct alias_1
{
vec4 alias;
vec2 alias_1[10];
alias alias_2[2];
};
struct alias_2
{
vec4 alias;
alias_1 alias_1;
};
layout(binding = 0, std430) buffer alias_3
{
alias_2 alias;
} alias_4;
layout(binding = 1, std140) buffer alias_5
{
alias_2 alias;
} alias_6;
void main()
{
alias_2 alias_7 = alias_4.alias;
alias_6.alias = alias_7;
}