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| 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 /source/slang/parameter-binding.cpp | |
| 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...
Diffstat (limited to 'source/slang/parameter-binding.cpp')
0 files changed, 0 insertions, 0 deletions
