diff options
| author | Tim Foley <tfoley@nvidia.com> | 2017-07-10 08:34:52 -0700 |
|---|---|---|
| committer | Tim Foley <tfoley@nvidia.com> | 2017-07-10 08:34:52 -0700 |
| commit | 0e220da96b819f3a31635689f78ad20bd9a36d0b (patch) | |
| tree | 7728d25df51cb8488ac681715a82b359730b796d /source/slang/parameter-binding.cpp | |
| parent | 928cc86160644547decc49c72304549d9009a1af (diff) | |
More cross-compilation fixes
- Add GLSL mappings for more `Texture*` methods
- The annoying one here is `Texture*.Load()` because it doesn't take a sampler, but the GLSL equivalent needs one (while the SPIR-V does *not*). I've hacked this pretty seriously for now.
- Try to ensure that we add `uniform` to global declarations that need it in GLSL
- When outputting an `in` or `out` variable that might have been created from an `inout` shader parameter, filter the layout qualifiers that we output to only cover the appropriate resource kind.
Diffstat (limited to 'source/slang/parameter-binding.cpp')
| -rw-r--r-- | source/slang/parameter-binding.cpp | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/source/slang/parameter-binding.cpp b/source/slang/parameter-binding.cpp index 228af7d99..ec611f8b1 100644 --- a/source/slang/parameter-binding.cpp +++ b/source/slang/parameter-binding.cpp @@ -1045,7 +1045,7 @@ static void collectEntryPointParameters( // We have an entry-point parameter, and need to figure out what to do with it. // TODO: need to handle `uniform`-qualified parameters here - if (paramDecl->HasModifier<UniformModifier>()) + if (paramDecl->HasModifier<HLSLUniformModifier>()) continue; state.directionMask = 0; |
