mirror of
https://github.com/KhronosGroup/glslang
synced 2024-11-10 04:20:06 +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
55 lines
796 B
GLSL
Executable File
55 lines
796 B
GLSL
Executable File
#version 430
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layout (triangles) in;
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layout (triangle_strip, max_vertices = 3) out;
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// OK: different instance names is allowed
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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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} uColor;
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// OK: different instance names is allowed
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layout (std430, binding = 1) buffer BufferBlock
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{
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mat4 p;
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} uBuffer;
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// OK: different instance names is allowed
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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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} uMatrix;
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// OK, it's allowed for input/output interfaces to
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// be anonymous is one unit and not in another
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out Vertex
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{
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vec4 val1;
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};
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in Vertex
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{
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vec4 v1;
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vec4 v2;
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} iVV[];
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in vec4 P[3];
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vec4 getColor2()
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{
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return uColor.color2;
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}
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vec4 getWorld(int i)
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{
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val1 = vec4(1);
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return uMatrix.uWorld * iVV[i].v1;
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}
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