HLSL: various SPIR-V compute shader IDs must be a 3-vector of integers.
authorLoopDawg <sk_opengl@khasekhemwy.net>
Tue, 15 May 2018 20:52:14 +0000 (14:52 -0600)
committerLoopDawg <sk_opengl@khasekhemwy.net>
Wed, 16 May 2018 12:48:02 +0000 (06:48 -0600)
commit91a8178efbd0d6530279279b66b2f1ec8291cf64
treeda2655d4e36fdfbf1e86ba3e7c99a87513e58de9
parent1831087e4887189f38679adb996437f67f21ebb5
HLSL: various SPIR-V compute shader IDs must be a 3-vector of integers.

This PR forces the external definition of SV_GroupID variables to 3-vectors.
The conversion process between the shader-declared type and the external type
happens in wrapped main IO variable conversion.

The same applies to SV_DispatchThreadID and SV_GroupThreadID.

Fixes: #1371
Test/baseResults/hlsl.basic.comp.out
Test/baseResults/hlsl.groupid.comp.out [new file with mode: 0644]
Test/baseResults/hlsl.structbuffer.fn2.comp.out
Test/hlsl.groupid.comp [new file with mode: 0644]
gtests/Hlsl.FromFile.cpp
hlsl/hlslParseHelper.cpp