mirror of
https://github.com/KhronosGroup/glslang
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0b66fa3b62
* 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
50 lines
804 B
GLSL
Executable File
50 lines
804 B
GLSL
Executable File
#version 430
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// OK: different instance names is allowed in other unit
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layout (std140, binding = 0) uniform MatrixBlock
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{
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mat4 uProj;
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mat4 uWorld;
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} uM;
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// OK: other unit has it as anonymous, but that is allowed
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out Vertex
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{
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vec4 v1;
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vec4 v2;
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} oV;
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// OK: different instance names is allowed in other unit
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layout (std140, binding = 1) uniform ColorBlock
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{
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vec4 color1;
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bool b;
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vec4 color2;
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vec4 color3;
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} uC;
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// OK: different instance names is allowed in other unit
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layout (std430, binding = 1) buffer BufferBlock
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{
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mat4 p;
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} uBuf;
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layout (std430, binding = 0) buffer SecondaryColorBlock
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{
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vec4 c;
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} uColorBuf;
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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() * uColorBuf.c;
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oV.v1 = uC.color1;
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gl_Position = uM.uProj * getWorld();
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}
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