Fix #2005. Allow multiple compilation units to declare identical push_constant blocks (#2123)

* Fixes #2005

Allow multiple units in a stage to have push_constants as long
as the blocks match.
Requires #2006 to be fixed to be functional.

* tweaks to #2005 fix after some testing

* add unit tests for push constants across multiple compilation units

For #2005

* update reference output for tests that fail validation

* fix uninitialized result.validationResult
This commit is contained in:
Malcolm Bechard 2020-03-16 10:51:15 -04:00 committed by GitHub
parent 9b620aa0c1
commit 4b2483ee88
No known key found for this signature in database
GPG Key ID: 4AEE18F83AFDEB23
14 changed files with 503 additions and 1 deletions

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link.vk.differentPC.0.0.frag
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:15 Function Definition: main( ( global void)
0:15 Function Parameters:
0:17 Sequence
0:17 move second child to first child ( temp highp 4-component vector of float)
0:17 'color' (layout( location=0) out highp 4-component vector of float)
0:17 add ( temp highp 4-component vector of float)
0:17 color: direct index for structure (layout( column_major std430 offset=0) uniform highp 4-component vector of float)
0:17 'uPC' (layout( column_major std430 push_constant) uniform block{layout( column_major std430 offset=0) uniform highp 4-component vector of float color, layout( column_major std430 offset=16) uniform highp 4-component vector of float color2, layout( column_major std430 offset=32) uniform highp float scale})
0:17 Constant:
0:17 0 (const int)
0:17 vector-scale ( temp highp 4-component vector of float)
0:17 Function Call: getColor2( ( global highp 4-component vector of float)
0:17 Function Call: getScale( ( global highp float)
0:? Linker Objects
0:? 'color' (layout( location=0) out highp 4-component vector of float)
0:? 'uPC' (layout( column_major std430 push_constant) uniform block{layout( column_major std430 offset=0) uniform highp 4-component vector of float color, layout( column_major std430 offset=16) uniform highp 4-component vector of float color2, layout( column_major std430 offset=32) uniform highp float scale})
link.vk.differentPC.0.1.frag
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:11 Function Definition: getColor2( ( global highp 4-component vector of float)
0:11 Function Parameters:
0:13 Sequence
0:13 Branch: Return with expression
0:13 color2: direct index for structure (layout( column_major std430 offset=16) uniform highp 4-component vector of float)
0:13 'uPC' (layout( column_major std430 push_constant) uniform block{layout( column_major std430 offset=0) uniform highp 4-component vector of float color, layout( column_major std430 offset=16) uniform highp 4-component vector of float color2, layout( column_major std430 offset=32) uniform highp float scale})
0:13 Constant:
0:13 1 (const int)
0:? Linker Objects
0:? 'uPC' (layout( column_major std430 push_constant) uniform block{layout( column_major std430 offset=0) uniform highp 4-component vector of float color, layout( column_major std430 offset=16) uniform highp 4-component vector of float color2, layout( column_major std430 offset=32) uniform highp float scale})
link.vk.differentPC.0.2.frag
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:11 Function Definition: getScale( ( global highp float)
0:11 Function Parameters:
0:13 Sequence
0:13 Branch: Return with expression
0:13 scale2: direct index for structure (layout( column_major std430 offset=32) uniform highp float)
0:13 'uPC' (layout( column_major std430 push_constant) uniform block{layout( column_major std430 offset=0) uniform highp 4-component vector of float color, layout( column_major std430 offset=16) uniform highp 4-component vector of float color2, layout( column_major std430 offset=32) uniform highp float scale2})
0:13 Constant:
0:13 2 (const int)
0:? Linker Objects
0:? 'uPC' (layout( column_major std430 push_constant) uniform block{layout( column_major std430 offset=0) uniform highp 4-component vector of float color, layout( column_major std430 offset=16) uniform highp 4-component vector of float color2, layout( column_major std430 offset=32) uniform highp float scale2})
Linked fragment stage:
ERROR: Linking fragment stage: Types must match:
uPC: "layout( column_major std430 push_constant) uniform block{layout( column_major std430 offset=0) uniform highp 4-component vector of float color, layout( column_major std430 offset=16) uniform highp 4-component vector of float color2, layout( column_major std430 offset=32) uniform highp float scale}" versus "layout( column_major std430 push_constant) uniform block{layout( column_major std430 offset=0) uniform highp 4-component vector of float color, layout( column_major std430 offset=16) uniform highp 4-component vector of float color2, layout( column_major std430 offset=32) uniform highp float scale2}"
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:15 Function Definition: main( ( global void)
0:15 Function Parameters:
0:17 Sequence
0:17 move second child to first child ( temp highp 4-component vector of float)
0:17 'color' (layout( location=0) out highp 4-component vector of float)
0:17 add ( temp highp 4-component vector of float)
0:17 color: direct index for structure (layout( column_major std430 offset=0) uniform highp 4-component vector of float)
0:17 'uPC' (layout( column_major std430 push_constant) uniform block{layout( column_major std430 offset=0) uniform highp 4-component vector of float color, layout( column_major std430 offset=16) uniform highp 4-component vector of float color2, layout( column_major std430 offset=32) uniform highp float scale})
0:17 Constant:
0:17 0 (const int)
0:17 vector-scale ( temp highp 4-component vector of float)
0:17 Function Call: getColor2( ( global highp 4-component vector of float)
0:17 Function Call: getScale( ( global highp float)
0:11 Function Definition: getColor2( ( global highp 4-component vector of float)
0:11 Function Parameters:
0:13 Sequence
0:13 Branch: Return with expression
0:13 color2: direct index for structure (layout( column_major std430 offset=16) uniform highp 4-component vector of float)
0:13 'uPC' (layout( column_major std430 push_constant) uniform block{layout( column_major std430 offset=0) uniform highp 4-component vector of float color, layout( column_major std430 offset=16) uniform highp 4-component vector of float color2, layout( column_major std430 offset=32) uniform highp float scale})
0:13 Constant:
0:13 1 (const int)
0:11 Function Definition: getScale( ( global highp float)
0:11 Function Parameters:
0:13 Sequence
0:13 Branch: Return with expression
0:13 scale2: direct index for structure (layout( column_major std430 offset=32) uniform highp float)
0:13 'uPC' (layout( column_major std430 push_constant) uniform block{layout( column_major std430 offset=0) uniform highp 4-component vector of float color, layout( column_major std430 offset=16) uniform highp 4-component vector of float color2, layout( column_major std430 offset=32) uniform highp float scale2})
0:13 Constant:
0:13 2 (const int)
0:? Linker Objects
0:? 'color' (layout( location=0) out highp 4-component vector of float)
0:? 'uPC' (layout( column_major std430 push_constant) uniform block{layout( column_major std430 offset=0) uniform highp 4-component vector of float color, layout( column_major std430 offset=16) uniform highp 4-component vector of float color2, layout( column_major std430 offset=32) uniform highp float scale})
Validation failed
SPIR-V is not generated for failed compile or link

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@ -0,0 +1,97 @@
link.vk.differentPC.1.0.frag
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:12 Function Definition: getScale( ( global highp float)
0:12 Function Parameters:
0:14 Sequence
0:14 Branch: Return with expression
0:14 scale: direct index for structure (layout( column_major std430 offset=32) uniform highp float)
0:14 'uPC' (layout( column_major std430 push_constant) uniform block{layout( column_major std430 offset=0) uniform highp 4-component vector of float color, layout( column_major std430 offset=16) uniform highp 4-component vector of float color2, layout( column_major std430 offset=32) uniform highp float scale, layout( column_major std430 offset=36) uniform highp float scale2})
0:14 Constant:
0:14 2 (const int)
0:? Linker Objects
0:? 'uPC' (layout( column_major std430 push_constant) uniform block{layout( column_major std430 offset=0) uniform highp 4-component vector of float color, layout( column_major std430 offset=16) uniform highp 4-component vector of float color2, layout( column_major std430 offset=32) uniform highp float scale, layout( column_major std430 offset=36) uniform highp float scale2})
link.vk.differentPC.1.1.frag
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:11 Function Definition: getColor2( ( global highp 4-component vector of float)
0:11 Function Parameters:
0:13 Sequence
0:13 Branch: Return with expression
0:13 color2: direct index for structure (layout( column_major std430 offset=16) uniform highp 4-component vector of float)
0:13 'uPC' (layout( column_major std430 push_constant) uniform block{layout( column_major std430 offset=0) uniform highp 4-component vector of float color, layout( column_major std430 offset=16) uniform highp 4-component vector of float color2, layout( column_major std430 offset=32) uniform highp float scale})
0:13 Constant:
0:13 1 (const int)
0:? Linker Objects
0:? 'uPC' (layout( column_major std430 push_constant) uniform block{layout( column_major std430 offset=0) uniform highp 4-component vector of float color, layout( column_major std430 offset=16) uniform highp 4-component vector of float color2, layout( column_major std430 offset=32) uniform highp float scale})
link.vk.differentPC.1.2.frag
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:15 Function Definition: main( ( global void)
0:15 Function Parameters:
0:17 Sequence
0:17 move second child to first child ( temp highp 4-component vector of float)
0:17 'color' (layout( location=0) out highp 4-component vector of float)
0:17 add ( temp highp 4-component vector of float)
0:17 color: direct index for structure (layout( column_major std430 offset=0) uniform highp 4-component vector of float)
0:17 'uPC' (layout( column_major std430 push_constant) uniform block{layout( column_major std430 offset=0) uniform highp 4-component vector of float color, layout( column_major std430 offset=16) uniform highp 4-component vector of float color2, layout( column_major std430 offset=32) uniform highp float scale})
0:17 Constant:
0:17 0 (const int)
0:17 vector-scale ( temp highp 4-component vector of float)
0:17 Function Call: getColor2( ( global highp 4-component vector of float)
0:17 Function Call: getScale( ( global highp float)
0:? Linker Objects
0:? 'color' (layout( location=0) out highp 4-component vector of float)
0:? 'uPC' (layout( column_major std430 push_constant) uniform block{layout( column_major std430 offset=0) uniform highp 4-component vector of float color, layout( column_major std430 offset=16) uniform highp 4-component vector of float color2, layout( column_major std430 offset=32) uniform highp float scale})
Linked fragment stage:
ERROR: Linking fragment stage: Types must match:
uPC: "layout( column_major std430 push_constant) uniform block{layout( column_major std430 offset=0) uniform highp 4-component vector of float color, layout( column_major std430 offset=16) uniform highp 4-component vector of float color2, layout( column_major std430 offset=32) uniform highp float scale, layout( column_major std430 offset=36) uniform highp float scale2}" versus "layout( column_major std430 push_constant) uniform block{layout( column_major std430 offset=0) uniform highp 4-component vector of float color, layout( column_major std430 offset=16) uniform highp 4-component vector of float color2, layout( column_major std430 offset=32) uniform highp float scale}"
ERROR: Linking fragment stage: Types must match:
uPC: "layout( column_major std430 push_constant) uniform block{layout( column_major std430 offset=0) uniform highp 4-component vector of float color, layout( column_major std430 offset=16) uniform highp 4-component vector of float color2, layout( column_major std430 offset=32) uniform highp float scale, layout( column_major std430 offset=36) uniform highp float scale2}" versus "layout( column_major std430 push_constant) uniform block{layout( column_major std430 offset=0) uniform highp 4-component vector of float color, layout( column_major std430 offset=16) uniform highp 4-component vector of float color2, layout( column_major std430 offset=32) uniform highp float scale}"
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:12 Function Definition: getScale( ( global highp float)
0:12 Function Parameters:
0:14 Sequence
0:14 Branch: Return with expression
0:14 scale: direct index for structure (layout( column_major std430 offset=32) uniform highp float)
0:14 'uPC' (layout( column_major std430 push_constant) uniform block{layout( column_major std430 offset=0) uniform highp 4-component vector of float color, layout( column_major std430 offset=16) uniform highp 4-component vector of float color2, layout( column_major std430 offset=32) uniform highp float scale, layout( column_major std430 offset=36) uniform highp float scale2})
0:14 Constant:
0:14 2 (const int)
0:11 Function Definition: getColor2( ( global highp 4-component vector of float)
0:11 Function Parameters:
0:13 Sequence
0:13 Branch: Return with expression
0:13 color2: direct index for structure (layout( column_major std430 offset=16) uniform highp 4-component vector of float)
0:13 'uPC' (layout( column_major std430 push_constant) uniform block{layout( column_major std430 offset=0) uniform highp 4-component vector of float color, layout( column_major std430 offset=16) uniform highp 4-component vector of float color2, layout( column_major std430 offset=32) uniform highp float scale})
0:13 Constant:
0:13 1 (const int)
0:15 Function Definition: main( ( global void)
0:15 Function Parameters:
0:17 Sequence
0:17 move second child to first child ( temp highp 4-component vector of float)
0:17 'color' (layout( location=0) out highp 4-component vector of float)
0:17 add ( temp highp 4-component vector of float)
0:17 color: direct index for structure (layout( column_major std430 offset=0) uniform highp 4-component vector of float)
0:17 'uPC' (layout( column_major std430 push_constant) uniform block{layout( column_major std430 offset=0) uniform highp 4-component vector of float color, layout( column_major std430 offset=16) uniform highp 4-component vector of float color2, layout( column_major std430 offset=32) uniform highp float scale})
0:17 Constant:
0:17 0 (const int)
0:17 vector-scale ( temp highp 4-component vector of float)
0:17 Function Call: getColor2( ( global highp 4-component vector of float)
0:17 Function Call: getScale( ( global highp float)
0:? Linker Objects
0:? 'uPC' (layout( column_major std430 push_constant) uniform block{layout( column_major std430 offset=0) uniform highp 4-component vector of float color, layout( column_major std430 offset=16) uniform highp 4-component vector of float color2, layout( column_major std430 offset=32) uniform highp float scale, layout( column_major std430 offset=36) uniform highp float scale2})
0:? 'color' (layout( location=0) out highp 4-component vector of float)
Validation failed
SPIR-V is not generated for failed compile or link

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@ -0,0 +1,155 @@
link.vk.matchingPC.0.0.frag
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:15 Function Definition: main( ( global void)
0:15 Function Parameters:
0:17 Sequence
0:17 move second child to first child ( temp highp 4-component vector of float)
0:17 'color' (layout( location=0) out highp 4-component vector of float)
0:17 add ( temp highp 4-component vector of float)
0:17 color: direct index for structure (layout( column_major std430 offset=0) uniform highp 4-component vector of float)
0:17 'uPC' (layout( column_major std430 push_constant) uniform block{layout( column_major std430 offset=0) uniform highp 4-component vector of float color, layout( column_major std430 offset=16) uniform highp 4-component vector of float color2, layout( column_major std430 offset=32) uniform highp float scale})
0:17 Constant:
0:17 0 (const int)
0:17 vector-scale ( temp highp 4-component vector of float)
0:17 Function Call: getColor2( ( global highp 4-component vector of float)
0:17 Function Call: getScale( ( global highp float)
0:? Linker Objects
0:? 'color' (layout( location=0) out highp 4-component vector of float)
0:? 'uPC' (layout( column_major std430 push_constant) uniform block{layout( column_major std430 offset=0) uniform highp 4-component vector of float color, layout( column_major std430 offset=16) uniform highp 4-component vector of float color2, layout( column_major std430 offset=32) uniform highp float scale})
link.vk.matchingPC.0.1.frag
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:11 Function Definition: getColor2( ( global highp 4-component vector of float)
0:11 Function Parameters:
0:13 Sequence
0:13 Branch: Return with expression
0:13 color2: direct index for structure (layout( column_major std430 offset=16) uniform highp 4-component vector of float)
0:13 'uPC' (layout( column_major std430 push_constant) uniform block{layout( column_major std430 offset=0) uniform highp 4-component vector of float color, layout( column_major std430 offset=16) uniform highp 4-component vector of float color2, layout( column_major std430 offset=32) uniform highp float scale})
0:13 Constant:
0:13 1 (const int)
0:? Linker Objects
0:? 'uPC' (layout( column_major std430 push_constant) uniform block{layout( column_major std430 offset=0) uniform highp 4-component vector of float color, layout( column_major std430 offset=16) uniform highp 4-component vector of float color2, layout( column_major std430 offset=32) uniform highp float scale})
link.vk.matchingPC.0.2.frag
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:11 Function Definition: getScale( ( global highp float)
0:11 Function Parameters:
0:13 Sequence
0:13 Branch: Return with expression
0:13 scale: direct index for structure (layout( column_major std430 offset=32) uniform highp float)
0:13 'uPC' (layout( column_major std430 push_constant) uniform block{layout( column_major std430 offset=0) uniform highp 4-component vector of float color, layout( column_major std430 offset=16) uniform highp 4-component vector of float color2, layout( column_major std430 offset=32) uniform highp float scale})
0:13 Constant:
0:13 2 (const int)
0:? Linker Objects
0:? 'uPC' (layout( column_major std430 push_constant) uniform block{layout( column_major std430 offset=0) uniform highp 4-component vector of float color, layout( column_major std430 offset=16) uniform highp 4-component vector of float color2, layout( column_major std430 offset=32) uniform highp float scale})
Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:15 Function Definition: main( ( global void)
0:15 Function Parameters:
0:17 Sequence
0:17 move second child to first child ( temp highp 4-component vector of float)
0:17 'color' (layout( location=0) out highp 4-component vector of float)
0:17 add ( temp highp 4-component vector of float)
0:17 color: direct index for structure (layout( column_major std430 offset=0) uniform highp 4-component vector of float)
0:17 'uPC' (layout( column_major std430 push_constant) uniform block{layout( column_major std430 offset=0) uniform highp 4-component vector of float color, layout( column_major std430 offset=16) uniform highp 4-component vector of float color2, layout( column_major std430 offset=32) uniform highp float scale})
0:17 Constant:
0:17 0 (const int)
0:17 vector-scale ( temp highp 4-component vector of float)
0:17 Function Call: getColor2( ( global highp 4-component vector of float)
0:17 Function Call: getScale( ( global highp float)
0:11 Function Definition: getColor2( ( global highp 4-component vector of float)
0:11 Function Parameters:
0:13 Sequence
0:13 Branch: Return with expression
0:13 color2: direct index for structure (layout( column_major std430 offset=16) uniform highp 4-component vector of float)
0:13 'uPC' (layout( column_major std430 push_constant) uniform block{layout( column_major std430 offset=0) uniform highp 4-component vector of float color, layout( column_major std430 offset=16) uniform highp 4-component vector of float color2, layout( column_major std430 offset=32) uniform highp float scale})
0:13 Constant:
0:13 1 (const int)
0:11 Function Definition: getScale( ( global highp float)
0:11 Function Parameters:
0:13 Sequence
0:13 Branch: Return with expression
0:13 scale: direct index for structure (layout( column_major std430 offset=32) uniform highp float)
0:13 'uPC' (layout( column_major std430 push_constant) uniform block{layout( column_major std430 offset=0) uniform highp 4-component vector of float color, layout( column_major std430 offset=16) uniform highp 4-component vector of float color2, layout( column_major std430 offset=32) uniform highp float scale})
0:13 Constant:
0:13 2 (const int)
0:? Linker Objects
0:? 'color' (layout( location=0) out highp 4-component vector of float)
0:? 'uPC' (layout( column_major std430 push_constant) uniform block{layout( column_major std430 offset=0) uniform highp 4-component vector of float color, layout( column_major std430 offset=16) uniform highp 4-component vector of float color2, layout( column_major std430 offset=32) uniform highp float scale})
// Module Version 10000
// Generated by (magic number): 80008
// Id's are bound by 39
Capability Shader
1: ExtInstImport "GLSL.std.450"
MemoryModel Logical GLSL450
EntryPoint Fragment 4 "main" 15
ExecutionMode 4 OriginUpperLeft
Source GLSL 450
Name 4 "main"
Name 9 "getColor2("
Name 12 "getScale("
Name 15 "color"
Name 16 "PushConstantBlock"
MemberName 16(PushConstantBlock) 0 "color"
MemberName 16(PushConstantBlock) 1 "color2"
MemberName 16(PushConstantBlock) 2 "scale"
Name 18 "uPC"
Decorate 15(color) Location 0
MemberDecorate 16(PushConstantBlock) 0 Offset 0
MemberDecorate 16(PushConstantBlock) 1 Offset 16
MemberDecorate 16(PushConstantBlock) 2 Offset 32
Decorate 16(PushConstantBlock) Block
2: TypeVoid
3: TypeFunction 2
6: TypeFloat 32
7: TypeVector 6(float) 4
8: TypeFunction 7(fvec4)
11: TypeFunction 6(float)
14: TypePointer Output 7(fvec4)
15(color): 14(ptr) Variable Output
16(PushConstantBlock): TypeStruct 7(fvec4) 7(fvec4) 6(float)
17: TypePointer PushConstant 16(PushConstantBlock)
18(uPC): 17(ptr) Variable PushConstant
19: TypeInt 32 1
20: 19(int) Constant 0
21: TypePointer PushConstant 7(fvec4)
28: 19(int) Constant 1
33: 19(int) Constant 2
34: TypePointer PushConstant 6(float)
4(main): 2 Function None 3
5: Label
22: 21(ptr) AccessChain 18(uPC) 20
23: 7(fvec4) Load 22
24: 7(fvec4) FunctionCall 9(getColor2()
25: 6(float) FunctionCall 12(getScale()
26: 7(fvec4) VectorTimesScalar 24 25
27: 7(fvec4) FAdd 23 26
Store 15(color) 27
Return
FunctionEnd
9(getColor2(): 7(fvec4) Function None 8
10: Label
29: 21(ptr) AccessChain 18(uPC) 28
30: 7(fvec4) Load 29
ReturnValue 30
FunctionEnd
12(getScale(): 6(float) Function None 11
13: Label
35: 34(ptr) AccessChain 18(uPC) 33
36: 6(float) Load 35
ReturnValue 36
FunctionEnd

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@ -0,0 +1,18 @@
#version 450
layout(location=0) out vec4 color;
layout (push_constant) uniform PushConstantBlock
{
vec4 color;
vec4 color2;
float scale;
} uPC;
vec4 getColor2();
float getScale();
void main()
{
color = uPC.color + getColor2() * getScale();
}

View File

@ -0,0 +1,14 @@
#version 450
layout (push_constant) uniform PushConstantBlock
{
vec4 color;
vec4 color2;
float scale;
} uPC;
vec4
getColor2()
{
return uPC.color2;
}

View File

@ -0,0 +1,15 @@
#version 450
layout (push_constant) uniform PushConstantBlock
{
vec4 color;
vec4 color2;
float scale2;
} uPC;
float
getScale()
{
return uPC.scale2;
}

View File

@ -0,0 +1,16 @@
#version 450
layout (push_constant) uniform PushConstantBlock
{
vec4 color;
vec4 color2;
float scale;
float scale2;
} uPC;
float
getScale()
{
return uPC.scale;
}

View File

@ -0,0 +1,14 @@
#version 450
layout (push_constant) uniform PushConstantBlock
{
vec4 color;
vec4 color2;
float scale;
} uPC;
vec4
getColor2()
{
return uPC.color2;
}

View File

@ -0,0 +1,18 @@
#version 450
layout(location=0) out vec4 color;
layout (push_constant) uniform PushConstantBlock
{
vec4 color;
vec4 color2;
float scale;
} uPC;
vec4 getColor2();
float getScale();
void main()
{
color = uPC.color + getColor2() * getScale();
}

View File

@ -0,0 +1,18 @@
#version 450
layout(location=0) out vec4 color;
layout (push_constant) uniform PushConstantBlock
{
vec4 color;
vec4 color2;
float scale;
} uPC;
vec4 getColor2();
float getScale();
void main()
{
color = uPC.color + getColor2() * getScale();
}

View File

@ -0,0 +1,14 @@
#version 450
layout (push_constant) uniform PushConstantBlock
{
vec4 color;
vec4 color2;
float scale;
} uPC;
vec4
getColor2()
{
return uPC.color2;
}

View File

@ -0,0 +1,14 @@
#version 450
layout (push_constant) uniform PushConstantBlock
{
vec4 color;
vec4 color2;
float scale;
} uPC;
float
getScale()
{
return uPC.scale;
}

View File

@ -138,7 +138,11 @@ void TIntermediate::mergeModes(TInfoSink& infoSink, TIntermediate& unit)
MERGE_MAX(spvVersion.openGl); MERGE_MAX(spvVersion.openGl);
numErrors += unit.getNumErrors(); numErrors += unit.getNumErrors();
numPushConstants += unit.numPushConstants; // Only one push_constant is allowed, mergeLinkerObjects() will ensure the push_constant
// is the same for all units.
if (numPushConstants > 1 || unit.numPushConstants > 1)
error(infoSink, "Only one push_constant block is allowed per stage");
numPushConstants = std::min(numPushConstants + unit.numPushConstants, 1);
if (unit.invocations != TQualifier::layoutNotSet) { if (unit.invocations != TQualifier::layoutNotSet) {
if (invocations == TQualifier::layoutNotSet) if (invocations == TQualifier::layoutNotSet)
@ -462,6 +466,9 @@ void TIntermediate::mergeLinkerObjects(TInfoSink& infoSink, TIntermSequence& lin
// Check for consistent types/qualification/initializers etc. // Check for consistent types/qualification/initializers etc.
mergeErrorCheck(infoSink, *symbol, *unitSymbol, false); mergeErrorCheck(infoSink, *symbol, *unitSymbol, false);
} }
// If different symbols, verify they arn't push_constant since there can only be one per stage
else if (symbol->getQualifier().isPushConstant() && unitSymbol->getQualifier().isPushConstant())
error(infoSink, "Only one push_constant block is allowed per stage");
} }
if (merge) if (merge)
linkerObjects.push_back(unitLinkerObjects[unitLinkObj]); linkerObjects.push_back(unitLinkerObjects[unitLinkObj]);

View File

@ -50,6 +50,7 @@ TEST_P(LinkTestVulkan, FromFile)
const size_t fileCount = fileNames.size(); const size_t fileCount = fileNames.size();
const EShMessages controls = DeriveOptions(Source::GLSL, Semantics::Vulkan, Target::AST); const EShMessages controls = DeriveOptions(Source::GLSL, Semantics::Vulkan, Target::AST);
GlslangResult result; GlslangResult result;
result.validationResult = false;
// Compile each input shader file. // Compile each input shader file.
bool success = true; bool success = true;
@ -108,6 +109,12 @@ INSTANTIATE_TEST_CASE_P(
::testing::ValuesIn(std::vector<std::vector<std::string>>({ ::testing::ValuesIn(std::vector<std::vector<std::string>>({
{"link1.vk.frag", "link2.vk.frag"}, {"link1.vk.frag", "link2.vk.frag"},
{"spv.unit1.frag", "spv.unit2.frag", "spv.unit3.frag"}, {"spv.unit1.frag", "spv.unit2.frag", "spv.unit3.frag"},
{"link.vk.matchingPC.0.0.frag", "link.vk.matchingPC.0.1.frag",
"link.vk.matchingPC.0.2.frag"},
{"link.vk.differentPC.0.0.frag", "link.vk.differentPC.0.1.frag",
"link.vk.differentPC.0.2.frag"},
{"link.vk.differentPC.1.0.frag", "link.vk.differentPC.1.1.frag",
"link.vk.differentPC.1.2.frag"},
})) }))
); );
// clang-format on // clang-format on