Tessellation: Implicit array sizing and consistency checking of control-shader output arrays based on layout(vertices=...).
git-svn-id: https://cvs.khronos.org/svn/repos/ogl/trunk/ecosystem/public/sdk/tools/glslang@24518 e7fa87d3-cd2b-0410-9028-fcbf551c1848
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27
Test/420.tesc
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27
Test/420.tesc
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#version 400 core
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#extension GL_ARB_separate_shader_objects : enable
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layout(vertices = 4) out;
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out gl_PerVertex {
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vec4 gl_Position;
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} gl_out[3]; // ERROR, wrong size
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out int a[gl_out.length()];
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out int outb[5]; // ERROR, wrong size
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out int outc[];
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void main()
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{
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vec4 p = gl_in[1].gl_Position;
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float ps = gl_in[1].gl_PointSize;
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float cd = gl_in[1].gl_ClipDistance[2];
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int pvi = gl_PatchVerticesIn;
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int pid = gl_PrimitiveID;
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int iid = gl_InvocationID;
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gl_out[1].gl_Position = p;
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gl_out[1].gl_PointSize = ps; // ERROR
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}
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