Support for automap options and resource binding shift (#2834)

* Support for automap options

- Added glslang_shader_options_t with enums for auto map bindings and
  auto map locations.
- Added options param to glslang_shader_parse.
- Modified glslang_shader_parse to call appropriate auto map function if
  auto map bits are set.

* Refactored auto map for C interface

- Added glslang_shader_set_options to independently set options instead
  of being a param on an existing function.
- Added glslang_program_map_io to call mapIO so auto map location
  actually works.

* Added support for shifting resource bindings

- Added resource binding shift functions to match C++ interface

* Uncommented preprocessor call that was commented out for debugging
This commit is contained in:
Hai Nguyen 2021-11-29 16:23:01 -05:00 committed by GitHub
parent 0bdfc73e9c
commit febbeb4f83
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3 changed files with 51 additions and 0 deletions

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@ -224,6 +224,9 @@ GLSLANG_EXPORT void glslang_finalize_process();
GLSLANG_EXPORT glslang_shader_t* glslang_shader_create(const glslang_input_t* input);
GLSLANG_EXPORT void glslang_shader_delete(glslang_shader_t* shader);
GLSLANG_EXPORT void glslang_shader_shift_binding(glslang_shader_t* shader, glslang_resource_type_t res, unsigned int base);
GLSLANG_EXPORT void glslang_shader_shift_binding_for_set(glslang_shader_t* shader, glslang_resource_type_t res, unsigned int base, unsigned int set);
GLSLANG_EXPORT void glslang_shader_set_options(glslang_shader_t* shader, int options); // glslang_shader_options_t
GLSLANG_EXPORT int glslang_shader_preprocess(glslang_shader_t* shader, const glslang_input_t* input);
GLSLANG_EXPORT int glslang_shader_parse(glslang_shader_t* shader, const glslang_input_t* input);
GLSLANG_EXPORT const char* glslang_shader_get_preprocessed_code(glslang_shader_t* shader);
@ -234,6 +237,7 @@ GLSLANG_EXPORT glslang_program_t* glslang_program_create();
GLSLANG_EXPORT void glslang_program_delete(glslang_program_t* program);
GLSLANG_EXPORT void glslang_program_add_shader(glslang_program_t* program, glslang_shader_t* shader);
GLSLANG_EXPORT int glslang_program_link(glslang_program_t* program, int messages); // glslang_messages_t
GLSLANG_EXPORT int glslang_program_map_io(glslang_program_t* program);
GLSLANG_EXPORT void glslang_program_SPIRV_generate(glslang_program_t* program, glslang_stage_t stage);
GLSLANG_EXPORT size_t glslang_program_SPIRV_get_size(glslang_program_t* program);
GLSLANG_EXPORT void glslang_program_SPIRV_get(glslang_program_t* program, unsigned int*);