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authorTim Foley <tfoley@nvidia.com>2017-07-06 20:47:20 -0700
committerTim Foley <tfoley@nvidia.com>2017-07-07 10:00:25 -0700
commit6da1782f34e8022774dce8d253bc5c3ab9b496cc (patch)
tree8dcebe6003902fb93c1e0b4ca830ba67a9013fa3 /source/slang/slang-stdlib.cpp
parent4921bdbe0d75f1ad29fae18920678287919a2e29 (diff)
Don't emit the `static` keyword when generating GLSL
GLSL doesn't support `static` at all, while HLSL uses it for multiple things: - To mark global variables that are "thread local" rather than shader parameters - In the C/C++ style to mark `static` allocation for variables inside a function or type The latter case needs to be handled during lowering (but isn't handled right now). The former case can be solved just by dropping the `static` keyword.
Diffstat (limited to 'source/slang/slang-stdlib.cpp')
0 files changed, 0 insertions, 0 deletions