Fix incorrect link time validation for unused gl_PerVertex members
This commit is contained in:
154
Test/baseResults/link.redeclareBuiltin.vert.out
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154
Test/baseResults/link.redeclareBuiltin.vert.out
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link.redeclareBuiltin.vert
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Shader version: 410
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0:? Sequence
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0:8 Function Definition: main( ( global void)
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0:8 Function Parameters:
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0:10 Sequence
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0:10 move second child to first child ( temp 4-component vector of float)
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0:10 gl_Position: direct index for structure ( gl_Position 4-component vector of float Position)
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0:10 'anon@0' ( out block{ gl_Position 4-component vector of float Position gl_Position})
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0:10 Constant:
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0:10 0 (const uint)
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0:10 Constant:
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0:10 1.000000
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0:10 1.000000
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0:10 1.000000
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0:10 1.000000
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0:? Linker Objects
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0:? 'anon@0' ( out block{ gl_Position 4-component vector of float Position gl_Position})
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0:? 'gl_VertexID' ( gl_VertexId int VertexId)
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0:? 'gl_InstanceID' ( gl_InstanceId int InstanceId)
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link.redeclareBuiltin.geom
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Shader version: 410
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invocations = -1
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max_vertices = 3
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input primitive = triangles
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output primitive = triangle_strip
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0:? Sequence
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0:11 Function Definition: main( ( global void)
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0:11 Function Parameters:
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0:13 Sequence
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0:13 move second child to first child ( temp 4-component vector of float)
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0:13 gl_Position: direct index for structure (layout( stream=0) gl_Position 4-component vector of float Position)
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0:13 'anon@0' (layout( stream=0) out block{layout( stream=0) gl_Position 4-component vector of float Position gl_Position, layout( stream=0) gl_PointSize float PointSize gl_PointSize, layout( stream=0) out unsized 1-element array of float ClipDistance gl_ClipDistance})
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0:13 Constant:
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0:13 0 (const uint)
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0:13 gl_Position: direct index for structure ( in 4-component vector of float Position)
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0:13 direct index ( temp block{ in 4-component vector of float Position gl_Position})
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0:13 'gl_in' ( in 3-element array of block{ in 4-component vector of float Position gl_Position})
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0:13 Constant:
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0:13 0 (const int)
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0:13 Constant:
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0:13 0 (const int)
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0:14 EmitVertex ( global void)
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0:16 move second child to first child ( temp 4-component vector of float)
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0:16 gl_Position: direct index for structure (layout( stream=0) gl_Position 4-component vector of float Position)
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0:16 'anon@0' (layout( stream=0) out block{layout( stream=0) gl_Position 4-component vector of float Position gl_Position, layout( stream=0) gl_PointSize float PointSize gl_PointSize, layout( stream=0) out unsized 1-element array of float ClipDistance gl_ClipDistance})
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0:16 Constant:
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0:16 0 (const uint)
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0:16 gl_Position: direct index for structure ( in 4-component vector of float Position)
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0:16 direct index ( temp block{ in 4-component vector of float Position gl_Position})
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0:16 'gl_in' ( in 3-element array of block{ in 4-component vector of float Position gl_Position})
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0:16 Constant:
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0:16 1 (const int)
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0:16 Constant:
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0:16 0 (const int)
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0:17 EmitVertex ( global void)
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0:19 move second child to first child ( temp 4-component vector of float)
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0:19 gl_Position: direct index for structure (layout( stream=0) gl_Position 4-component vector of float Position)
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0:19 'anon@0' (layout( stream=0) out block{layout( stream=0) gl_Position 4-component vector of float Position gl_Position, layout( stream=0) gl_PointSize float PointSize gl_PointSize, layout( stream=0) out unsized 1-element array of float ClipDistance gl_ClipDistance})
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0:19 Constant:
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0:19 0 (const uint)
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0:19 gl_Position: direct index for structure ( in 4-component vector of float Position)
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0:19 direct index ( temp block{ in 4-component vector of float Position gl_Position})
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0:19 'gl_in' ( in 3-element array of block{ in 4-component vector of float Position gl_Position})
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0:19 Constant:
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0:19 2 (const int)
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0:19 Constant:
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0:19 0 (const int)
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0:20 EmitVertex ( global void)
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0:22 EndPrimitive ( global void)
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0:? Linker Objects
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0:? 'gl_in' ( in 3-element array of block{ in 4-component vector of float Position gl_Position})
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0:? 'anon@0' (layout( stream=0) out block{layout( stream=0) gl_Position 4-component vector of float Position gl_Position, layout( stream=0) gl_PointSize float PointSize gl_PointSize, layout( stream=0) out unsized 1-element array of float ClipDistance gl_ClipDistance})
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Linked vertex stage:
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Linked geometry stage:
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Shader version: 410
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0:? Sequence
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0:8 Function Definition: main( ( global void)
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0:8 Function Parameters:
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0:10 Sequence
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0:10 move second child to first child ( temp 4-component vector of float)
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0:10 gl_Position: direct index for structure ( gl_Position 4-component vector of float Position)
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0:10 'anon@0' ( out block{ gl_Position 4-component vector of float Position gl_Position})
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0:10 Constant:
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0:10 0 (const uint)
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0:10 Constant:
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0:10 1.000000
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0:10 1.000000
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0:10 1.000000
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0:10 1.000000
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0:? Linker Objects
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0:? 'anon@0' ( out block{ gl_Position 4-component vector of float Position gl_Position})
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0:? 'gl_VertexID' ( gl_VertexId int VertexId)
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0:? 'gl_InstanceID' ( gl_InstanceId int InstanceId)
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Shader version: 410
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invocations = 1
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max_vertices = 3
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input primitive = triangles
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output primitive = triangle_strip
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0:? Sequence
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0:11 Function Definition: main( ( global void)
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0:11 Function Parameters:
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0:13 Sequence
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0:13 move second child to first child ( temp 4-component vector of float)
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0:13 gl_Position: direct index for structure (layout( stream=0) gl_Position 4-component vector of float Position)
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0:13 'anon@0' (layout( stream=0) out block{layout( stream=0) gl_Position 4-component vector of float Position gl_Position, layout( stream=0) gl_PointSize float PointSize gl_PointSize, layout( stream=0) out 1-element array of float ClipDistance gl_ClipDistance})
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0:13 Constant:
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0:13 0 (const uint)
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0:13 gl_Position: direct index for structure ( in 4-component vector of float Position)
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0:13 direct index ( temp block{ in 4-component vector of float Position gl_Position})
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0:13 'gl_in' ( in 3-element array of block{ in 4-component vector of float Position gl_Position})
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0:13 Constant:
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0:13 0 (const int)
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0:13 Constant:
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0:13 0 (const int)
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0:14 EmitVertex ( global void)
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0:16 move second child to first child ( temp 4-component vector of float)
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0:16 gl_Position: direct index for structure (layout( stream=0) gl_Position 4-component vector of float Position)
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0:16 'anon@0' (layout( stream=0) out block{layout( stream=0) gl_Position 4-component vector of float Position gl_Position, layout( stream=0) gl_PointSize float PointSize gl_PointSize, layout( stream=0) out 1-element array of float ClipDistance gl_ClipDistance})
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0:16 Constant:
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0:16 0 (const uint)
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0:16 gl_Position: direct index for structure ( in 4-component vector of float Position)
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0:16 direct index ( temp block{ in 4-component vector of float Position gl_Position})
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0:16 'gl_in' ( in 3-element array of block{ in 4-component vector of float Position gl_Position})
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0:16 Constant:
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0:16 1 (const int)
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0:16 Constant:
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0:16 0 (const int)
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0:17 EmitVertex ( global void)
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0:19 move second child to first child ( temp 4-component vector of float)
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0:19 gl_Position: direct index for structure (layout( stream=0) gl_Position 4-component vector of float Position)
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0:19 'anon@0' (layout( stream=0) out block{layout( stream=0) gl_Position 4-component vector of float Position gl_Position, layout( stream=0) gl_PointSize float PointSize gl_PointSize, layout( stream=0) out 1-element array of float ClipDistance gl_ClipDistance})
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0:19 Constant:
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0:19 0 (const uint)
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0:19 gl_Position: direct index for structure ( in 4-component vector of float Position)
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0:19 direct index ( temp block{ in 4-component vector of float Position gl_Position})
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0:19 'gl_in' ( in 3-element array of block{ in 4-component vector of float Position gl_Position})
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0:19 Constant:
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0:19 2 (const int)
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0:19 Constant:
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0:19 0 (const int)
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0:20 EmitVertex ( global void)
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0:22 EndPrimitive ( global void)
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0:? Linker Objects
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0:? 'gl_in' ( in 3-element array of block{ in 4-component vector of float Position gl_Position})
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0:? 'anon@0' (layout( stream=0) out block{layout( stream=0) gl_Position 4-component vector of float Position gl_Position, layout( stream=0) gl_PointSize float PointSize gl_PointSize, layout( stream=0) out 1-element array of float ClipDistance gl_ClipDistance})
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23
Test/link.redeclareBuiltin.geom
Normal file
23
Test/link.redeclareBuiltin.geom
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@@ -0,0 +1,23 @@
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#version 410
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layout(triangles) in;
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layout(triangle_strip, max_vertices=3) out;
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in gl_PerVertex
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{
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vec4 gl_Position;
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} gl_in[];
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void main()
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{
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gl_Position = gl_in[0].gl_Position;
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EmitVertex();
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gl_Position = gl_in[1].gl_Position;
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EmitVertex();
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gl_Position = gl_in[2].gl_Position;
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EmitVertex();
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EndPrimitive();
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}
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11
Test/link.redeclareBuiltin.vert
Normal file
11
Test/link.redeclareBuiltin.vert
Normal file
@@ -0,0 +1,11 @@
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#version 410
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out gl_PerVertex
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{
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vec4 gl_Position;
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};
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void main()
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{
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gl_Position = vec4(1.0);
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}
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