Apply memory decorations from GLSL source to the top-level OpVariable.
Previously, these decorations would only be applied to individual
members. While this is correct behavior, it is more convenient for some
front ends to see the decorations (specifically ReadOnly and WriteOnly)
applied to the whole variable rather than individual members.
It is invalid if the same decoration is applied to the same id multiple
times. This adds a check before adding a decoration that the decoration
is not already in the list. If it is, then the duplicate is not added.
Fixes#3627
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.
This is used by OpenGL, but not Vulkan.
Includes:
- atomicCounter, atomicIncrement, atomicCounterDecrement
- atomic_uint layout-offset checking
- AtomicStorage capability
A removed block releases its instructions, so Module::idToInstruction
suddenly contains dangling references. The original motivation for
block removal was to skip some unreachable blocks, but that's already
achieved by InReadableOrder.cpp.
Also updated stale comments.
Structured control-flow rules allow leaving the middle of a construct through
a return, but not through a jump to a block that does a return.
Addresses issue #58.
If this breaks your AST consumer, best is to modify it to test
against the enum values instead of doing string comparisons on
built-in function names. This is the reason the change was made.
If you need the old behavior, you should be able to get it back by changing
PureOperatorBuiltins to be false instead of true. This path will work for
a while, but is marked deprecated.
Also, the old behavior is tagged as release 2.4.