Shader/SPIRV: Fix double termination of blocks when branching

Which could happen when using OpKill (discard) for example
This commit is contained in:
Jérôme Leclercq
2021-12-26 22:00:44 +01:00
parent feb1774eb2
commit e21b45946f
3 changed files with 77 additions and 10 deletions

View File

@@ -137,8 +137,8 @@ void ExpectGLSL(Nz::ShaderAst::Statement& shader, std::string_view expectedOutpu
WHEN("Validating full GLSL code (using glslang)")
{
glslang::TShader shader(EShLangVertex);
shader.setEnvInput(glslang::EShSourceGlsl, EShLangVertex, glslang::EShClientOpenGL, 300);
glslang::TShader shader(EShLangFragment);
shader.setEnvInput(glslang::EShSourceGlsl, EShLangFragment, glslang::EShClientOpenGL, 300);
shader.setEnvClient(glslang::EShClientOpenGL, glslang::EShTargetOpenGL_450);
shader.setEnvTarget(glslang::EShTargetNone, static_cast<glslang::EShTargetLanguageVersion>(0));
shader.setEntryPoint("main");