Remove one layer of arrayness on geometry shader inputs before checking for location overlaps. I think there is a spec. bug here.
git-svn-id: https://cvs.khronos.org/svn/repos/ogl/trunk/ecosystem/public/sdk/tools/glslang@24377 e7fa87d3-cd2b-0410-9028-fcbf551c1848
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@@ -49,3 +49,7 @@ void foo3()
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color2.length();
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colorS.length();
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}
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layout(location = 4) in vec4 cva[3];
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layout(location = 5) in vec4 cvb[3];
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layout(location = 2) in mat3 cmc[3]; // ERROR, collision
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@@ -5,7 +5,8 @@ ERROR: 0:24: 'length' : array must be declared with a size before using this me
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ERROR: 0:35: 'length' : array must be declared with a size before using this method
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ERROR: 0:39: 'triangles' : inconsistent input primitive for array size colorBad
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ERROR: 0:43: 'triangles' : inconsistent input primitive for array size colorbad2
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ERROR: 5 compilation errors. No code generated.
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ERROR: 0:55: 'location' : repeated use of location 4
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ERROR: 6 compilation errors. No code generated.
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invocations = 4
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@@ -66,6 +67,9 @@ ERROR: node is still EOpNull!
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0:? 'colorS' (in 3-element array of 4-component vector of float)
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0:? 'colorBad' (in 4-element array of 4-component vector of float)
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0:? 'colorbad2' (in 2-element array of 4-component vector of float)
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0:? 'cva' (layout(location=4 ) in 3-element array of 4-component vector of float)
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0:? 'cvb' (layout(location=5 ) in 3-element array of 4-component vector of float)
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0:? 'cmc' (layout(location=2 ) in 3-element array of 3X3 matrix of float)
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Linked geometry stage:
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