mirror of
https://github.com/KhronosGroup/glslang
synced 2024-09-20 04:40:01 +00:00
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
53 lines
786 B
GLSL
Executable File
53 lines
786 B
GLSL
Executable File
#version 430
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// Error: Block has different members
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layout (std140) uniform Block
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{
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mat4 uProj;
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};
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// Error: BufferBlock has different members
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buffer BufferBlock
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{
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vec4 b;
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};
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// Error: Vertex has different members
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out Vertex
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{
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vec4 v1;
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};
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// Error: ColorBlock has different members
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layout (std140) uniform ColorBlock
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{
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vec4 color1;
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vec4 color2;
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// Error, redeclare varaible in another anonymous block
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vec4 v1;
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};
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// Error: NamedBlock is anonymous in other compilation unit
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layout (std140) uniform NamedBlock
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{
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mat4 m;
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} myName;
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vec4 getWorld();
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vec4 getColor2();
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out vec4 oColor;
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// Error: redeclare varaibles that are in anonymous blocks
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out vec4 v1;
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uniform mat4 uProj;
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void
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main()
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{
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oColor = color1 * getColor2();
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v1 = color1;
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gl_Position = uProj * getWorld();
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}
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