This allows two variables of the same struct type to be flattened
into the same interface struct without a member name conflict.
Add shaders-msl/frag/in_block_with_multiple_structs_of_same_type.frag
unit test shader to demonstrate this.
Emit synthetic functions before function constants.
Support use of spvQuantizeToF16() in function constants for numerical
behavior consistency with the op code.
Ensure subnormal results from OpQuantizeToF16 are flushed to zero per SPIR-V spec.
Adjust SPIRV-Cross unit test reference shaders to accommodate these changes.
Any MSL reference shader that inclues a synthetic function is affected,
since the location it is emitted has changed.
* Fix '--msl-multi-patch-workgroup' cases where thread count exceeds data bounds
*Fix gl_PrimitiveID off by one error when computing last valid index
*Point gl_out to the last patch's data when threads exceed input data bounds
*Point patchOut to the last patch's data when threads exceed input data bounds
* Update MSL test expectations.
* Undo change to MSL multi-patch hull output bound checks
* Update MSL multi-patch test expectations.
Firstly, never flatten inputs or outputs in multi-patch mode.
The main scenario where we do need to care is Block IO.
In this case, we should only flatten the top-level member, and after
that we use access chains as normal.
Using structs in Input storage class is now possible as well. We don't
need to consider per-location fixups at all here. In Vulkan, IO structs
must match exactly. Only plain vectors can have smaller vector sizes as
a special case.