steve-lunarg 7f7c2ed780 HLSL: Add location offsets per resource type
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.
2016-09-20 20:31:27 -06:00

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//
//Copyright (C) 2016 LunarG, Inc.
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//
#ifndef _IOMAPPER_INCLUDED
#define _IOMAPPER_INCLUDED
#include "../Public/ShaderLang.h"
//
// A reflection database and its interface, consistent with the OpenGL API reflection queries.
//
namespace glslang {
class TIntermediate;
// I/O mapper
class TIoMapper {
public:
TIoMapper() {}
virtual ~TIoMapper() {}
// grow the reflection stage by stage
bool addStage(EShLanguage, TIntermediate&);
};
} // end namespace glslang
#endif // _IOMAPPER_INCLUDED