Tests: More broadly use automapping binding/location.
This adds or changes binding/location decorations in 100s of shaders. It also allows more output (spv.register.autoassign.rangetest.frag) due to allowing ioMap() to fail.
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247 changed files with 1333 additions and 721 deletions
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@ -253,10 +253,13 @@ public:
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glslang::TProgram program;
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program.addShader(&shader);
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success &= program.link(controls);
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spv::SpvBuildLogger logger;
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#ifndef GLSLANG_WEB
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if (success)
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program.mapIO();
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#endif
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if (success && (controls & EShMsgSpvRules)) {
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spv::SpvBuildLogger logger;
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std::vector<uint32_t> spirv_binary;
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options().disableOptimizer = !enableOptimizer;
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options().generateDebugInfo = enableDebug;
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@ -313,7 +316,8 @@ public:
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success &= program.link(controls);
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#ifndef GLSLANG_WEB
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success &= program.mapIO();
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if (success)
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program.mapIO();
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#endif
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spv::SpvBuildLogger logger;
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@ -356,10 +360,13 @@ public:
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glslang::TProgram program;
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program.addShader(&shader);
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success &= program.link(controls);
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spv::SpvBuildLogger logger;
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#ifndef GLSLANG_WEB
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if (success)
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program.mapIO();
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#endif
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if (success && (controls & EShMsgSpvRules)) {
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spv::SpvBuildLogger logger;
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std::vector<uint32_t> spirv_binary;
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glslang::GlslangToSpv(*program.getIntermediate(stage),
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spirv_binary, &logger, &options());
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