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authorTim Foley <tfoley@nvidia.com>2017-07-14 10:05:38 -0700
committerTim Foley <tfoley@nvidia.com>2017-07-14 10:05:38 -0700
commit082003a1572d24fa3ff9aa0e0f51bf1154445a70 (patch)
tree9b6693527f4bdc40aaae59447aa3c3a3d9fb8b74
parent47e94a14a174ce501883c85b7c742c10b785b4f5 (diff)
Don't use "auto locations" mode in glslang
Fixes #88 The code was using `glslang::TShader::setAutoMapLocations` as a workaround for an old glslang issue, but apparently this mode has a bug where it ends up applying a `location` layout to the implicitly-created `gl_PerVertex` definition (which shouldn't be allowed). This change drops the call to `setAutoMapLocations` (and `setAutoMapBindings`) since it should no longer be required.
-rw-r--r--tools/glslang/glslang.cpp9
1 files changed, 0 insertions, 9 deletions
diff --git a/tools/glslang/glslang.cpp b/tools/glslang/glslang.cpp
index 98bcf14d6..2890a98ad 100644
--- a/tools/glslang/glslang.cpp
+++ b/tools/glslang/glslang.cpp
@@ -118,15 +118,6 @@ static int glslang_compileGLSLToSPIRV(glslang_CompileRequest* request)
&request->sourcePath,
1);
- // Note: this seems required to get past a bug where
- // glslang complains about a declaration of `out gl_PerVertex`
- // that it (seemingly) *should* allow according to the GLSL-for-Vulkan
- // extension.
- shader->setAutoMapLocations(true);
-
- // Let's auto-map the bindings too, just because we can
- shader->setAutoMapBindings(true);
-
EShMessages messages = EShMessages(EShMsgSpvRules | EShMsgVulkanRules);
if( !shader->parse(&gResources, 110, false, messages) )