diff options
| author | Tim Foley <tfoley@nvidia.com> | 2017-07-09 19:42:35 -0700 |
|---|---|---|
| committer | Tim Foley <tfoley@nvidia.com> | 2017-07-09 19:42:35 -0700 |
| commit | 928cc86160644547decc49c72304549d9009a1af (patch) | |
| tree | 6d8f21290cd1745bd19dcfe991dbd564a4f4527c | |
| parent | 8aa0dcff397a6dbb1c262588e45110a6f673f6f9 (diff) | |
Ensure that lowered globals for `inout` shader parameters have unique names
If the user had a shader entry point with an `inout` parameter, we would end up lowering it to two GLSL global variables with the same name.
This change adds a `SLANG_in_` or `SLANG_out_` prefix to the two declarations.
Note: I haven't dealt with the issue that we end up printing two different `layout` qualifiers on such a variable...
| -rw-r--r-- | source/slang/lower.cpp | 14 |
1 files changed, 13 insertions, 1 deletions
diff --git a/source/slang/lower.cpp b/source/slang/lower.cpp index 60f86ad17..6c54d18b6 100644 --- a/source/slang/lower.cpp +++ b/source/slang/lower.cpp @@ -1684,6 +1684,18 @@ struct LoweringVisitor info.name = name; info.direction = direction; + // Ensure that we don't get name collisions on `inout` variables + switch (direction) + { + case VaryingParameterDirection::Input: + info.name = "SLANG_in_" + name; + break; + + case VaryingParameterDirection::Output: + info.name = "SLANG_out_" + name; + break; + } + lowerShaderParameterToGLSLGLobalsRec( info, localVarDecl->getType(), @@ -1774,7 +1786,7 @@ struct LoweringVisitor { resultVarDecl = new Variable(); resultVarDecl->Position = loweredEntryPointFunc->Position; - resultVarDecl->Name.Content = "_main_result"; + resultVarDecl->Name.Content = "main_result"; resultVarDecl->Type = TypeExp(loweredEntryPointFunc->ReturnType); ensureDeclHasAValidName(resultVarDecl); |
