From 0e220da96b819f3a31635689f78ad20bd9a36d0b Mon Sep 17 00:00:00 2001 From: Tim Foley Date: Mon, 10 Jul 2017 08:34:52 -0700 Subject: More cross-compilation fixes - Add GLSL mappings for more `Texture*` methods - The annoying one here is `Texture*.Load()` because it doesn't take a sampler, but the GLSL equivalent needs one (while the SPIR-V does *not*). I've hacked this pretty seriously for now. - Try to ensure that we add `uniform` to global declarations that need it in GLSL - When outputting an `in` or `out` variable that might have been created from an `inout` shader parameter, filter the layout qualifiers that we output to only cover the appropriate resource kind. --- source/slang/parameter-binding.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'source/slang/parameter-binding.cpp') diff --git a/source/slang/parameter-binding.cpp b/source/slang/parameter-binding.cpp index 228af7d99..ec611f8b1 100644 --- a/source/slang/parameter-binding.cpp +++ b/source/slang/parameter-binding.cpp @@ -1045,7 +1045,7 @@ static void collectEntryPointParameters( // We have an entry-point parameter, and need to figure out what to do with it. // TODO: need to handle `uniform`-qualified parameters here - if (paramDecl->HasModifier()) + if (paramDecl->HasModifier()) continue; state.directionMask = 0; -- cgit v1.2.3