Results 5 issues of Vic Lee

Compiling the following test fragment shader is fine using "opengl" target environment, but fails using vulkan environment. ``` #version 450 layout(location = 0) out vec4 outColor; layout(location = 0) in...

bug
GLSL/ESSL

Here is a complete program to reproduce the issue: ``` #include #include #include #include "glslang/Public/ShaderLang.h" #include "glslang/SPIRV/GlslangToSpv.h" #include "glslang/SPIRV/disassemble.h" const TBuiltInResource DefaultTBuiltInResource = { /* .MaxLights = */ 32, /*...

bug
SPIR-V
GLSL/ESSL

Currently one can provide a custom TIoMapResolver to TProgram::mapIO() to assign newBinding, newSet, newLocation etc to any IO variable as needed after linking the program. What is missing is to...

According the following OpenGL wiki page: https://www.khronos.org/opengl/wiki/History_of_OpenGL https://www.khronos.org/opengl/wiki/Uniform_Buffer_Object The Uniform Buffer Object extension is in core since version 3.1. GLEW checks this in version 3.0 instead.

bug

We have a program that generates SPIR-V shaders in run time using the following workflow. This used to work before, but now because TVarEntryInfo was moved internally into iomapper.cpp which...