Allow layout aliasing for desktop vertex inputs.

git-svn-id: https://cvs.khronos.org/svn/repos/ogl/trunk/ecosystem/public/sdk/tools/glslang@24400 e7fa87d3-cd2b-0410-9028-fcbf551c1848
This commit is contained in:
John Kessenich 2013-12-07 00:28:07 +00:00
Родитель 5f15d4224a
Коммит e1b2e39a56
6 изменённых файлов: 18 добавлений и 14 удалений

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@ -41,4 +41,7 @@ layout(location = 10) out S cs[2]; // 10 through 10 + 2 * 22 - 1 = 53
layout(location = 54) out float cf;
layout(location = 53) out float cg; // ERROR, collision at 31
layout(location = 10) in vec4 alias1;
layout(location = 10) in vec4 alias2; // okay for vertex input on desktop
float gl_ClipDistance[17]; // ERROR, size too big

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@ -12,7 +12,7 @@ ERROR: 0:28: '' : cannot use invariant qualifier on a function parameter
ERROR: 0:30: '' : cannot use layout qualifiers on a function parameter
ERROR: 0:31: '' : cannot use auxiliary or interpolation qualifiers on a function parameter
ERROR: 0:42: 'location' : repeated use of location 53
ERROR: 0:44: 'gl_ClipDistance array size' : must be less than gl_MaxClipDistances (8)
ERROR: 0:47: 'gl_ClipDistance array size' : must be less than gl_MaxClipDistances (8)
ERROR: 13 compilation errors. No code generated.
@ -45,6 +45,8 @@ ERROR: node is still EOpNull!
0:? 'cs' (layout(location=10 ) smooth out 2-element array of structure{m,f})
0:? 'cf' (layout(location=54 ) smooth out float)
0:? 'cg' (layout(location=53 ) smooth out float)
0:? 'alias1' (layout(location=10 ) in 4-component vector of float)
0:? 'alias2' (layout(location=10 ) in 4-component vector of float)
0:? 'gl_VertexID' (gl_VertexId int)
0:? 'gl_InstanceID' (gl_InstanceId int)

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@ -33,9 +33,8 @@ Link Validation
- ...
+ exactly one main
+ ES 3.0: fragment outputs all have locations, if more than one
- ES 3.0: location aliasing/overlap (except desktop vertex shader inputs)
- Non ES: binding overlap
+ location overlap
+ location aliasing/overlap (except desktop vertex shader inputs)
- Non ES: binding overlap for atomic counters
+ Non ES: geometry shader input array sizes and input layout qualifier declaration
+ Non ES: read or write to both gl_ClipVertex and gl_ClipDistance
+ Non ES: write to only one of gl_FragColor, gl_FragData, or user-declared

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@ -9,5 +9,5 @@
// source have to figure out how to create revision.h just to get a build
// going. However, if it is not updated, it can be a version behind.
#define GLSLANG_REVISION "24396"
#define GLSLANG_DATE "2013/12/06 14:45:15"
#define GLSLANG_REVISION "24397"
#define GLSLANG_DATE "2013/12/06 16:57:42"

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@ -2694,8 +2694,6 @@ void TParseContext::layoutTypeCheck(TSourceLoc loc, const TSymbol& symbol)
// an array of size N, all elements of the array from binding through binding + N – 1 must be within this
// range."
//
// TODO: 4.2 binding limits: binding error checking against limits, arrays
//
if (type.getBasicType() != EbtSampler && type.getBasicType() != EbtBlock)
error(loc, "requires block, or sampler/image, or atomic-counter type", "binding", "");
// TODO: 4.2 functionality: atomic counter: include in test above

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@ -476,12 +476,14 @@ int TIntermediate::addUsedLocation(const TQualifier& qualifier, const TType& typ
TRange range = { qualifier.layoutSlotLocation, qualifier.layoutSlotLocation + size - 1 };
// check for collisions
for (size_t r = 0; r < usedLocations[set].size(); ++r) {
if (range.last >= usedLocations[set][r].start &&
range.start <= usedLocations[set][r].last) {
// there is a collision; pick one
return std::max(range.start, usedLocations[set][r].start);
// check for collisions, except for vertex inputs on desktop
if (! (profile != EEsProfile && language == EShLangVertex && qualifier.isPipeInput())) {
for (size_t r = 0; r < usedLocations[set].size(); ++r) {
if (range.last >= usedLocations[set][r].start &&
range.start <= usedLocations[set][r].last) {
// there is a collision; pick one
return std::max(range.start, usedLocations[set][r].start);
}
}
}