d92de00cc1
This is a fairly fundamental change on how IDs are handled. It serves many purposes: - Improve performance. We only need to iterate over IDs which are relevant at any one time. - Makes sure we iterate through IDs in SPIR-V module declaration order rather than ID space. IDs don't have to be monotonically increasing, which was an assumption SPIRV-Cross used to have. It has apparently never been a problem until now. - Support LUTs of structs. We do this by interleaving declaration of constants and struct types in SPIR-V module order. To support this, the ParsedIR interface needed to change slightly. Before setting any ID with variant_set<T> we let ParsedIR know that an ID with a specific type has been added. The surface for change should be minimal. ParsedIR will maintain a per-type list of IDs which the cross-compiler will need to consider for later. Instead of looping over ir.ids[] (which can be extremely large), we loop over types now, using: ir.for_each_typed_id<SPIRVariable>([&](uint32_t id, SPIRVariable &var) { handle_variable(var); }); Now we make sure that we're never looking at irrelevant types.
35 lines
846 B
GLSL
35 lines
846 B
GLSL
#version 450
|
|
|
|
#ifndef SPIRV_CROSS_CONSTANT_ID_201
|
|
#define SPIRV_CROSS_CONSTANT_ID_201 -10
|
|
#endif
|
|
const int _7 = SPIRV_CROSS_CONSTANT_ID_201;
|
|
const int _20 = (_7 + 2);
|
|
#ifndef SPIRV_CROSS_CONSTANT_ID_202
|
|
#define SPIRV_CROSS_CONSTANT_ID_202 100u
|
|
#endif
|
|
const uint _8 = SPIRV_CROSS_CONSTANT_ID_202;
|
|
const uint _25 = (_8 % 5u);
|
|
const ivec4 _30 = ivec4(20, 30, _20, _20);
|
|
const ivec2 _32 = ivec2(_30.y, _30.x);
|
|
const int _33 = _30.y;
|
|
#ifndef SPIRV_CROSS_CONSTANT_ID_200
|
|
#define SPIRV_CROSS_CONSTANT_ID_200 3.141590118408203125
|
|
#endif
|
|
const float _9 = SPIRV_CROSS_CONSTANT_ID_200;
|
|
|
|
layout(location = 0) flat out int _4;
|
|
|
|
void main()
|
|
{
|
|
vec4 pos = vec4(0.0);
|
|
pos.y += float(_20);
|
|
pos.z += float(_25);
|
|
pos += vec4(_30);
|
|
vec2 _56 = pos.xy + vec2(_32);
|
|
pos = vec4(_56.x, _56.y, pos.z, pos.w);
|
|
gl_Position = pos;
|
|
_4 = _33;
|
|
}
|
|
|