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authorTim Foley <tfoley@nvidia.com>2017-07-17 16:42:32 -0700
committerTim Foley <tfoley@nvidia.com>2017-07-17 16:42:32 -0700
commitac2d419d41f5ebff22480a9e43398022113073d6 (patch)
treef8e3e5cd4a8e283749cc0b59dc4e173699074cb9 /source/slang
parent400e347ce9ad7aec38450398e0f563a9d59414cf (diff)
Make sure to treat imported modules as Slang
- When generating parameter binding/reflection info, treated imported modules as Slang code, instead of the source language of the outer translation unit - This fixes an issue where global-scope shader parameters in a `.slang` file were getting ignored for binding-generation purposes when imported by a GLSL file
Diffstat (limited to 'source/slang')
-rw-r--r--source/slang/parameter-binding.cpp3
1 files changed, 3 insertions, 0 deletions
diff --git a/source/slang/parameter-binding.cpp b/source/slang/parameter-binding.cpp
index 8a8a993cd..fbafdd555 100644
--- a/source/slang/parameter-binding.cpp
+++ b/source/slang/parameter-binding.cpp
@@ -1177,6 +1177,9 @@ static void collectModuleParameters(
context->stage = Stage::Unknown;
+ // All imported modules are implicitly Slang code
+ context->sourceLanguage = SourceLanguage::Slang;
+
// A loaded module cannot define entry points that
// we'll expose (for now), so we just need to
// consider global-scope parameters.