HLSL: Partially address issue #463: accept GLSL layout(...).
This includes all "per variable" layout qualifiers, but the key ones mattering and tested for now are: set= binding= constant_id= push_constant
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@@ -112,6 +112,7 @@ INSTANTIATE_TEST_CASE_P(
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{"hlsl.intrinsics.negative.comp", "ComputeShaderFunction"},
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{"hlsl.intrinsics.negative.frag", "PixelShaderFunction"},
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{"hlsl.intrinsics.negative.vert", "VertexShaderFunction"},
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{"hlsl.layout.frag", "main"},
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{"hlsl.load.2dms.dx10.frag", "main"},
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{"hlsl.load.array.dx10.frag", "main"},
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{"hlsl.load.basic.dx10.frag", "main"},
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