This PR adds the ability to offset sampler, texture, and UBO bindings
from provided base bindings, and to auto-number bindings that are not
provided with explicit register numbers. The mechanism works as
follows:
- Offsets may be given on the command line for all stages, or
individually for one or more single stages, in which case the
offset will be auto-selected according to the stage being
compiled. There is also an API to set them. The new command line
options are --shift-sampler-binding, --shift-texture-binding, and
--shift-UBO-binding.
- Uniforms which are not given explicit bindings in the source code
are auto-numbered if and only if they are in live code as
determined by the algorithm used to build the reflection
database, and the --auto-map-bindings option is given. This auto-numbering
avoids using any binding slots which were explicitly provided in
the code, whether or not that explicit use was live. E.g, "uniform
Texture1D foo : register(t3);" with --shift-texture-binding 10 will
reserve binding 13, whether or not foo is used in live code.
- Shorter synonyms for the command line options are available. See
the --help output.
The testing infrastructure is slightly extended to allow use of the
binding offset API, and two new tests spv.register.(no)autoassign.frag are
added for comparing the resulting SPIR-V.
Addresses issue #304 and issue #307 by replacing unmatched type OpStores with
per-member copies. Covers assignment statements and most argument passing, but
does not yet cover r-value-based argument passing.
Takes some pressure off of issue #304.
Structures don't inherit locations and then explicitly decorate
members with them, so removed this reason to have another instance
of a structure type.
Code using atEndOfFile was dead, instead do something useful with
the scanners atEndOfInput(). This allows a better error message
for early termination of cascading errors.
This also enables vecN -> vec1 shape conversions for all places doing shape
conversions.
For signature selection, makes shape changes worse than any other comparison
when deciding what conversions are better than others.
This is part of the change to have desktop shaders respect precision
qualifiers on Vulkan, but since the defaults are all highp, and that's
different from ES fragment shaders, detect likely cases and warn about
them (but being careful to not be too noisy if it's unlikely to be a
problem).
Sets highp defaults for the appropriate types, for all stages,
and turns on precision qualifiers for non-ES shaders. Required
fixing some qualifier orders for desktop built-in declarations
for pre-420 shaders.
Use the new function selector for #version 400 and above,
parameterized for the GLSL #version 400 selection rules.
This can be used for both GLSL and HLSL, and other languages
as well.