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authorTim Foley <tfoleyNV@users.noreply.github.com>2017-10-23 10:37:07 -0700
committerGitHub <noreply@github.com>2017-10-23 10:37:07 -0700
commitab64cf2ec05980d72cb2bad45e629d10ebbefdc1 (patch)
treebdf1f19164485979e29185f3f1bef4ebb5300787 /tools/render-test
parent624d122a3a110922cd54aab7bbf13f1cac8fbbff (diff)
Fix output for matrix multiple in GLSL code (#228)
When Slang sees a matrix multiplication `M * v` in GLSL code it should (obviously) output GLSL code that also does `M * v`, but there was a bug introduced where the type-checker manages to resolve the operation and recognize it as a matrix-vector multiply, and then the code-generation logic says "oh, I'm generating output for GLSL, and that is reversed from HLSL/Slang, so I'd better reverse these operands!" and outputs `v * M`... which isn't what we want. I've fixed the problem in an expedient way, by having the front-end resolve the operation to what it believes is an intrinsic multiply operation, rather than a matrix-vector operation. If we ever support cross compilation *from* GLSL (unlikely), we've need to fix this up so that we have both real matrix-vector multiplies and "reversed" multiplies where the operands folow the GLSL convention). I've added two tests here to confirm the fix. The one under `tests/bugs` catches the actual issue described above, and confirms the fix. The other one under `tests/cross-compile` is just to make sure that we *do* properly reverse the operands to a matrix-vector product when converting from Slang to GLSL.
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