newShader validates overlapping vertex input locations.

This commit is contained in:
Sasha Szpakowski
2024-09-07 17:36:34 -03:00
parent cbadb06182
commit c7b4ebbc55
2 changed files with 2 additions and 2 deletions
+1 -1
View File
@@ -1117,7 +1117,7 @@ bool Shader::validateInternal(StrongRef<ShaderStage> stages[], std::string &err,
program.addShader(stages[i]->getGLSLangValidationShader());
}
if (!program.link(EshMsgCrossStageIO))
if (!program.link((EShMessages)(EshMsgCrossStageIO | EshMsgOverlappingLocations)))
{
err = "Cannot compile shader:\n\n" + std::string(program.getInfoLog()) + "\n" + std::string(program.getInfoDebugLog());
return false;
+1 -1
View File
@@ -58,7 +58,7 @@ ShaderStage::ShaderStage(Graphics */*gfx*/, ShaderStageType stage, const std::st
bool forcedefault = false;
bool forwardcompat = true;
if (!glslangShader->parse(GetResources(), defaultversion, defaultprofile, forcedefault, forwardcompat, EShMsgSuppressWarnings))
if (!glslangShader->parse(GetResources(), defaultversion, defaultprofile, forcedefault, forwardcompat, (EShMessages)(EShMsgSuppressWarnings | EshMsgOverlappingLocations)))
{
const char *stagename = "unknown";
getConstant(stage, stagename);