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.
51 lines
1.3 KiB
GLSL
51 lines
1.3 KiB
GLSL
#ifndef SPIRV_CROSS_CONSTANT_ID_201
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#define SPIRV_CROSS_CONSTANT_ID_201 -10
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#endif
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static const int _7 = SPIRV_CROSS_CONSTANT_ID_201;
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static const int _20 = (_7 + 2);
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#ifndef SPIRV_CROSS_CONSTANT_ID_202
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#define SPIRV_CROSS_CONSTANT_ID_202 100u
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#endif
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static const uint _8 = SPIRV_CROSS_CONSTANT_ID_202;
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static const uint _25 = (_8 % 5u);
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#ifndef SPIRV_CROSS_CONSTANT_ID_0
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#define SPIRV_CROSS_CONSTANT_ID_0 int4(20, 30, _20, _20)
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#endif
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static const int4 _30 = SPIRV_CROSS_CONSTANT_ID_0;
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static const int2 _32 = int2(_30.y, _30.x);
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static const int _33 = _30.y;
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#ifndef SPIRV_CROSS_CONSTANT_ID_200
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#define SPIRV_CROSS_CONSTANT_ID_200 3.141590118408203125f
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#endif
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static const float _9 = SPIRV_CROSS_CONSTANT_ID_200;
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static float4 gl_Position;
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static int _4;
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struct SPIRV_Cross_Output
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{
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nointerpolation int _4 : TEXCOORD0;
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float4 gl_Position : SV_Position;
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};
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void vert_main()
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{
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float4 pos = 0.0f.xxxx;
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pos.y += float(_20);
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pos.z += float(_25);
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pos += float4(_30);
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float2 _56 = pos.xy + float2(_32);
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pos = float4(_56.x, _56.y, pos.z, pos.w);
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gl_Position = pos;
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_4 = _33;
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}
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SPIRV_Cross_Output main()
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{
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vert_main();
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SPIRV_Cross_Output stage_output;
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stage_output.gl_Position = gl_Position;
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stage_output._4 = _4;
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return stage_output;
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}
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