The changes to glslang/glslang/MachineIndependent/ParseHelper.cpp exist
purely to prevent even more instances of "warning: enumeration value
‘EOp...’ not handled in switch"
v2: Remove 8-bit types. Overzealous copy-and-paste led to adding
support for a bunch of types that the extension doesn't actually enable.
v3: Update expected test results file. Just changing an expected
results file to make a test pass seems sketchy to me, but I'm not sure
what else to do.
v4: Add missing entry for EOpAbsDifference in
TOutputTraverser::visitBinary. Noticed by JohnK.
glslang/include/intermediate.h -> Add a new interface to set TIntermBranch's expression.
glslang/include/Types.h -> Add interface to set Type's basicType and add interface to get basicType form a TSampler.
glslang/MachineIndependent/intermediate.cpp -> Part of the code in createConversion been encapsulating as a new function called buildConvertOp
glslang/MachineIndependent/localintermediate.h -> Export createConversion and
buildConvertOp as a public function
glslang/Public/ShaderLang.h -> Add interface to get shader object and shader source.
Saved about 21K, size down to 380K of MSVC x86 code.
Fixed one bug that needs to be looked at on the master branch:
The test for needing a Vulkan binding has a bug in it, "!layoutAttachment"
which does not mean "no layoutAttachment", because that is non-zero.
This is why some test and test results changed.
About 50 fewer #ifdefs.
About 14K smaller.
Note, the base size is ill-defined due to optimizer settings (size vs. performance),
compression, and target architecture. Some recent %'s are accidentally reported as
3X the real savings. Early %'s were accurate. What matters though is that each
step got worthwhile gains, and what the final size ends up being.
Focus was on the front end (not SPIR-V), minus the grammar.
Reduces #ifdef count by around 320 and makes the web build 270K smaller,
which is about 90% the target size.
The grammar and scanner will be another step, as will the SPIR-V backend.
This makes heavy use of methods #ifdef'd to return false as a global way
of turning off code, relying on C++ DCE to do the rest.
This is one step in providing full linker functionality for creating
correct SPIR-V from multiple compilation units for the same stage.
(This was the only remaining "hard" part. The rest should be simple.)
- Use much simpler method to update implicit array sizes.
The previous overly complicated method was error prone.
- Rationalize all use of unsized arrays.
- Combine decorations when generating SPIR-V, to simplify
adding extensions.
- make it sharable with GLSL
- correct the case insensitivity
- remove the map; queries are not needed, all entries need processing
- make it easier to build bottom up (will help GLSL parsing)
- support semantic checking and reporting
- allow front-end dependent semantics and attribute name mapping
A single texture can statically appear in code mixed with a shadow sampler
and a non-shadow sampler. This would be create invalid SPIR-V, unless
one of them is provably dead.
The previous detection of this happened before DCE, so some shaders would
trigger the error even though they wouldn't after DCE. To handle that
case, this PR splits the texture into two: one with each mode. It sets
"needsLegalization" (if that happens for any texture) to warn that this shader
will need post-compilation legalization.
If the texture is only used with one of the two modes, behavior is as it
was before.