Web: Change a bunch of HLSL methods from dynamic to compile-time known.

This saves about 7K.
By changing just a few methods to be compile-time known, a bunch of
scattered code becomes DCE.
This commit is contained in:
John Kessenich 2019-07-27 08:18:03 -06:00
parent d4ed5158d1
commit bfc21ff1a9
9 changed files with 55 additions and 26 deletions

View file

@ -106,9 +106,9 @@ void TIntermediate::mergeModes(TInfoSink& infoSink, TIntermediate& unit)
if (language != unit.language)
error(infoSink, "stages must match when linking into a single stage");
if (source == EShSourceNone)
source = unit.source;
if (source != unit.source)
if (getSource() == EShSourceNone)
setSource(unit.getSource());
if (getSource() != unit.getSource())
error(infoSink, "can't link compilation units from different source languages");
if (treeRoot == nullptr) {
@ -609,7 +609,7 @@ void TIntermediate::finalCheck(TInfoSink& infoSink, bool keepUncalled)
return;
if (numEntryPoints < 1) {
if (source == EShSourceGlsl)
if (getSource() == EShSourceGlsl)
error(infoSink, "Missing entry point: Each stage requires one entry point");
else
warn(infoSink, "Entry point not found");
@ -704,7 +704,7 @@ void TIntermediate::finalCheck(TInfoSink& infoSink, bool keepUncalled)
error(infoSink, "At least one shader must specify an output layout(vertices=...)");
break;
case EShLangTessEvaluation:
if (source == EShSourceGlsl) {
if (getSource() == EShSourceGlsl) {
if (inputPrimitive == ElgNone)
error(infoSink, "At least one shader must specify an input layout primitive");
if (vertexSpacing == EvsNone)