Saved about 21K, size down to 380K of MSVC x86 code.
Fixed one bug that needs to be looked at on the master branch:
The test for needing a Vulkan binding has a bug in it, "!layoutAttachment"
which does not mean "no layoutAttachment", because that is non-zero.
This is why some test and test results changed.
About 50 fewer #ifdefs.
About 14K smaller.
Note, the base size is ill-defined due to optimizer settings (size vs. performance),
compression, and target architecture. Some recent %'s are accidentally reported as
3X the real savings. Early %'s were accurate. What matters though is that each
step got worthwhile gains, and what the final size ends up being.
Focus was on the front end (not SPIR-V), minus the grammar.
Reduces #ifdef count by around 320 and makes the web build 270K smaller,
which is about 90% the target size.
The grammar and scanner will be another step, as will the SPIR-V backend.
This makes heavy use of methods #ifdef'd to return false as a global way
of turning off code, relying on C++ DCE to do the rest.
Apart from allowing redeclaration of gl_MeshPerVertexNV and gl_MeshPerPrimitiveNV blocks, this change also -
- Resize clip/cull perview distances based on static index use
- Error out use of both single-view and per-view builtins
- Add new gtests with redeclared blocks and edit existing test output
- Fix couple of typos
This is one step in providing full linker functionality for creating
correct SPIR-V from multiple compilation units for the same stage.
(This was the only remaining "hard" part. The rest should be simple.)
- Use much simpler method to update implicit array sizes.
The previous overly complicated method was error prone.
- Rationalize all use of unsized arrays.
- Combine decorations when generating SPIR-V, to simplify
adding extensions.
When assigning uniform locations it now takes into account the number
of locations occupied by the type. For uniforms, all types except
arrays and structs take up one location. For arrays the base location
count is multiplied by the array dimensions and for structs it is the
sum of the locations of each member.
This factored computeTypeLocationSize() out of needing the TIntermediate contents,
and uses it to show how to know how many locations an object needs.
However, it still does not do cross stage, or mixed location/no-location
analysis.
Also, provides an option to auto-assign locations.
Existing tests use this option, to avoid the error message,
however, it is not fully implemented yet.
The SPIR-V generator had assumed tessellation modes such as
primitive type and vertex order would only appear in tess eval
(domain) shaders. SPIR-V allows either, and HLSL allows and
possibly requires them to be in the hull shader.
This change:
1. Passes them through for either tessellation stage, and,
2. Does not set up defaults in the domain stage for HLSl compilation,
to avoid conflicting definitions.
- fixed ParseHelper.cpp newlines (crlf -> lf)
- removed trailing white space in most source files
- fix some spelling issues
- extra blank lines
- tabs to spaces
- replace #include comment about no location
This wasn't needed until the recent generalization of "main" to "entry point",
so makes some HLSL-specific code be generic now, for GLSL functional correctness.