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authorTim Foley <tfoley@nvidia.com>2017-07-14 10:44:42 -0700
committerTim Foley <tfoley@nvidia.com>2017-07-14 11:09:10 -0700
commit2bf87743ffe73f041036ae62c8bf53f09215ca53 (patch)
tree7f8302ad4eb9558e1260ad8aed048f1292092489 /tests/rewriter
parent082003a1572d24fa3ff9aa0e0f51bf1154445a70 (diff)
Don't assign a `binding` to a `push_constant` buffer
Fixes #12 - This was a latent issue, but the previous commit brought it to the front. - As indicated in #12, I don't allocate a descriptor-table slot to the block - Instead I allocate a `PushConstantBuffer` - Unlike what #12 asks for, I don't use a different resource type for the contents of the block - Pretty much all the logic is easiest if these continue to be just plain `Uniform` data
Diffstat (limited to 'tests/rewriter')
-rw-r--r--tests/rewriter/resources-in-structs.glsl2
1 files changed, 2 insertions, 0 deletions
diff --git a/tests/rewriter/resources-in-structs.glsl b/tests/rewriter/resources-in-structs.glsl
index 26e21f630..6273e8720 100644
--- a/tests/rewriter/resources-in-structs.glsl
+++ b/tests/rewriter/resources-in-structs.glsl
@@ -47,8 +47,10 @@ uniform texture2D SLANG_parameterBlock_U_m_t;
layout(binding = 2)
uniform sampler SLANG_parameterBlock_U_m_s;
+layout(location = 0)
in vec2 uv;
+layout(location = 0)
out vec4 color;
void main()