Web: Make switched methods all be non-virtual, more web-dependent code,
added a few more HLSL flag tests. This was mostly focused on the SPV generator. Saves about 17K.
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@@ -58,8 +58,8 @@ using depth_greater
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MemoryModel Logical GLSL450
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EntryPoint Fragment 4 "PixelShaderFunction" 18
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ExecutionMode 4 OriginUpperLeft
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ExecutionMode 4 DepthGreater
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ExecutionMode 4 DepthReplacing
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ExecutionMode 4 DepthGreater
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Source HLSL 500
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Name 4 "PixelShaderFunction"
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Name 10 "@PixelShaderFunction(f1;"
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@@ -50,8 +50,8 @@ using depth_less
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MemoryModel Logical GLSL450
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EntryPoint Fragment 4 "PixelShaderFunction" 14
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ExecutionMode 4 OriginUpperLeft
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ExecutionMode 4 DepthLess
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ExecutionMode 4 DepthReplacing
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ExecutionMode 4 DepthLess
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Source HLSL 500
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Name 4 "PixelShaderFunction"
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Name 8 "@PixelShaderFunction("
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@@ -170,8 +170,8 @@ using depth_greater
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MemoryModel Logical GLSL450
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EntryPoint Fragment 4 "main" 22 27 31 36 45 48 51 55
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ExecutionMode 4 OriginUpperLeft
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ExecutionMode 4 DepthGreater
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ExecutionMode 4 DepthReplacing
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ExecutionMode 4 DepthGreater
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Source HLSL 500
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Name 4 "main"
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Name 8 "T"
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@@ -1 +1 @@
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598528 ../build/install/bin/glslangValidator.exe
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409600 ../build/install/bin/glslangValidator.exe
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@@ -8,8 +8,8 @@ spv.depthOut.frag
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MemoryModel Logical GLSL450
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EntryPoint Fragment 4 "main" 8 10 14
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ExecutionMode 4 OriginUpperLeft
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ExecutionMode 4 DepthGreater
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ExecutionMode 4 DepthReplacing
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ExecutionMode 4 DepthGreater
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Source GLSL 450
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Name 4 "main"
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Name 8 "gl_FragDepth"
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