Add option to reflect all block members, inactive or active.
* The stages mask is more fine-grained, and each variable or block's mask indicates which stages it's active in.
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@@ -532,6 +532,8 @@ void ProcessArguments(std::vector<std::unique_ptr<glslang::TWorkItem>>& workItem
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ReflectOptions |= EShReflectionIntermediateIO;
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} else if (lowerword == "reflect-separate-buffers") {
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ReflectOptions |= EShReflectionSeparateBuffers;
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} else if (lowerword == "reflect-all-block-variables") {
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ReflectOptions |= EShReflectionAllBlockVariables;
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} else if (lowerword == "resource-set-bindings" || // synonyms
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lowerword == "resource-set-binding" ||
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lowerword == "rsb") {
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@@ -1532,6 +1534,7 @@ void usage()
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" --reflect-intermediate-io reflection includes inputs/outputs of linked shaders\n"
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" rather than just vertex/fragment\n"
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" --reflect-separate-buffers reflect buffer variables and blocks separately to uniforms\n"
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" --reflect-all-block-variables reflect all variables in blocks, whether inactive or active\n"
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" --resource-set-binding [stage] name set binding\n"
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" set descriptor set and binding for\n"
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" individual resources\n"
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