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glslang should report a link error if none of the computer shaders contain a fixed work group size
glslang should report a link error if none of the computer shaders contain a fixed work group size. From GLSLangSpec.4.60, glslang chapter 4.4.1 and page 76. "Furthermore, if a program object contains any compute shaders, at least one must contain an input layout qualifier specifying a fixed workgroup size for the program, or a link-time error will occur."
below is the test case which link success, thx~
eg. comp shader 0
#version 430 core void Run(); void main() { Run(); }
eg. comp shader 1
#version 430 core layout(std430) buffer Output { uint g_output[]; }; void Run() { g_output[gl_GlobalInvocationID.x] = 0; }
cmd: glslangValidator.exe debug0.comp debug1.comp -l -i