In some cases, we need to get a literal value from a spec constant op.
Mostly relevant when emitting buffers, so implement a 32-bit integer
scalar subset of the evaluator. Can be extended as needed to support
evaluating any specialization constant operation.
- Do not silently drop reserved identifiers in the parser. This makes it
possible to reflect identifiers which are reserved by the
cross-compiler module.
- Instead of dropping the name, emit _RESERVED_IDENTIFIER_FIXUP in the
source to make it clear that a name has been rewritten.
- Document what is reserved and not.
To facilitate an improved linking-by-name use case for older GL,
we will be more aggressive about merging struct definitions, even for
rather unrelated cases where we don't strictly need to use type aliases.
On MSL, the compiler refuses to allow access chains into a normal vector type.
What happens in practice instead is a read-modify-write where a vector type is
loaded, modified and written back.
The workaround is to convert a vector into a pointer-to-scalar before
the access chain continues to add the scalar index.
When inside a loop, treat any read of outer expressions to happen
multiple times, forcing a temporary of said outer expressions.
This avoids the problem where we can end up relying on loop-invariant code motion to happen in the
compiler when converting optimized shaders.
When we see a switch block which only contains one default block, emit a
do {} while(false) statement instead, which is far more idiomatic and
readable anyways.
When loading and storing array types which belong to buffer objects, we
need to treat these values as not being value types. Also, need to
handle array load/store from/to more address space combinations.
Metal is picky about interface matching. If the types don't match
exactly, down to the number of vector components, Metal fails pipline
compilation. To support pipelines where the number of components
consumed by the fragment shader is less than that produced by the vertex
shader, we have to fix up the fragment shader to accept all the
components produced.
Drop the nonuniform_qualifier in GLSL downcompile NV_gpu_shader5 supports divergent indexing transparently, but obviously runtime sized descriptor arrays are not supported by anything in OpenGL.
Do not attempt to defer declaration. It would happen to work in most
cases, but the edge case is where the first thing that happens to a
variable is being OpStore'd into.