Fix slight inconsistencies in which qualifiers are inherited into block members:

- don't inherit 'binding'
 - always set the member storage qualifier, not just when the shader explicitly set it
 - don't include in/out members as objects that are resized by geometry/primitive layout specifiers
As a side effect, this makes built-in redeclarations (like gl_ClipDistance) require in/out.


git-svn-id: https://cvs.khronos.org/svn/repos/ogl/trunk/ecosystem/public/sdk/tools/glslang@24674 e7fa87d3-cd2b-0410-9028-fcbf551c1848
This commit is contained in:
John Kessenich
2014-01-07 17:44:41 +00:00
parent 7cbfdf4394
commit 5053a39578
30 changed files with 343 additions and 339 deletions

View File

@@ -46,9 +46,9 @@ ERROR: node is still EOpNull!
0:25 Sequence
0:25 Constant:
0:25 1 (const int)
0:26 gl_Position: direct index for structure (4-component vector of float)
0:26 direct index (block{4-component vector of float gl_Position, float gl_PointSize})
0:26 'gl_in' (in 3-element array of block{4-component vector of float gl_Position, float gl_PointSize})
0:26 gl_Position: direct index for structure (in 4-component vector of float)
0:26 direct index (block{in 4-component vector of float gl_Position, in float gl_PointSize})
0:26 'gl_in' (in 3-element array of block{in 4-component vector of float gl_Position, in float gl_PointSize})
0:26 Constant:
0:26 1 (const int)
0:26 Constant:
@@ -72,8 +72,8 @@ ERROR: node is still EOpNull!
0:51 Constant:
0:51 3 (const int)
0:? Linker Objects
0:? 'bn' (in 3-element array of block{int a})
0:? 'gl_in' (in 3-element array of block{4-component vector of float gl_Position, float gl_PointSize})
0:? 'bn' (in 3-element array of block{in int a})
0:? 'gl_in' (in 3-element array of block{in 4-component vector of float gl_Position, in float gl_PointSize})
0:? 'color' (in 3-element array of 4-component vector of float)
0:? 'color2' (in 3-element array of 4-component vector of float)
0:? 'colorS' (in 3-element array of 4-component vector of float)
@@ -85,8 +85,8 @@ ERROR: node is still EOpNull!
0:? 'patchIn' (patch in 3-element array of 4-component vector of float)
0:? 'patchOut' (layout(stream=0 ) patch out 4-component vector of float)
0:? 'scalar' (in float)
0:? 'inbls' (in block{int a})
0:? 'inbla' (in 17-element array of block{int a})
0:? 'inbls' (in block{in int a})
0:? 'inbla' (in 17-element array of block{in int a})
Linked geometry stage: