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authorTim Foley <tfoley@nvidia.com>2017-07-10 08:34:52 -0700
committerTim Foley <tfoley@nvidia.com>2017-07-10 08:34:52 -0700
commit0e220da96b819f3a31635689f78ad20bd9a36d0b (patch)
tree7728d25df51cb8488ac681715a82b359730b796d /source/slang/parameter-binding.cpp
parent928cc86160644547decc49c72304549d9009a1af (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.cpp2
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;