SPIRV-Cross/spirv_glsl.hpp

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C++
Исходник Обычный вид История

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/*
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* Copyright 2015-2017 ARM Limited
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*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#ifndef SPIRV_CROSS_GLSL_HPP
#define SPIRV_CROSS_GLSL_HPP
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#include "spirv_cross.hpp"
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#include <sstream>
#include <unordered_map>
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#include <unordered_set>
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#include <utility>
namespace spirv_cross
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{
enum PlsFormat
{
PlsNone = 0,
PlsR11FG11FB10F,
PlsR32F,
PlsRG16F,
PlsRGB10A2,
PlsRGBA8,
PlsRG16,
PlsRGBA8I,
PlsRG16I,
PlsRGB10A2UI,
PlsRGBA8UI,
PlsRG16UI,
PlsR32UI
};
struct PlsRemap
{
uint32_t id;
PlsFormat format;
};
class CompilerGLSL : public Compiler
{
public:
struct Options
{
uint32_t version = 450;
bool es = false;
bool force_temporary = false;
// If true, variables will be moved to their appropriate scope through CFG analysis.
bool cfg_analysis = true;
// If true, Vulkan GLSL features are used instead of GL-compatible features.
// Mostly useful for debugging SPIR-V files.
bool vulkan_semantics = false;
enum Precision
{
DontCare,
Lowp,
Mediump,
Highp
};
struct
{
// In vertex shaders, rewrite [0, w] depth (Vulkan/D3D style) to [-w, w] depth (GL style).
bool fixup_clipspace = true;
} vertex;
struct
{
// Add precision mediump float in ES targets when emitting GLES source.
// Add precision highp int in ES targets when emitting GLES source.
Precision default_float_precision = Mediump;
Precision default_int_precision = Highp;
} fragment;
};
void remap_pixel_local_storage(std::vector<PlsRemap> inputs, std::vector<PlsRemap> outputs)
{
pls_inputs = std::move(inputs);
pls_outputs = std::move(outputs);
remap_pls_variables();
}
CompilerGLSL(std::vector<uint32_t> spirv_)
: Compiler(move(spirv_))
{
if (source.known)
{
options.es = source.es;
options.version = source.version;
}
}
const Options &get_options() const
{
return options;
}
void set_options(Options &opts)
{
options = opts;
}
std::string compile() override;
// Returns the current string held in the conversion buffer. Useful for
// capturing what has been converted so far when compile() throws an error.
std::string get_partial_source();
// Adds a line to be added right after #version in GLSL backend.
// This is useful for enabling custom extensions which are outside the scope of SPIRV-Cross.
// This can be combined with variable remapping.
// A new-line will be added.
//
// While add_header_line() is a more generic way of adding arbitrary text to the header
// of a GLSL file, require_extension() should be used when adding extensions since it will
// avoid creating collisions with SPIRV-Cross generated extensions.
//
// Code added via add_header_line() is typically backend-specific.
void add_header_line(const std::string &str);
// Adds an extension which is required to run this shader, e.g.
// require_extension("GL_KHR_my_extension");
void require_extension(const std::string &ext);
Implement buffer block flattening Legacy GLSL targets do not support uniform buffers, and as such require some sort of emulation. There are two alternatives - one is to represent a uniform buffer as a uniform struct, and another one is to flatten it into an array of primitive vector types (vec4). Uniform struct have two disadvantages that make using them prohibitive in some applications: - The location assignment for struct members is arbitrary which means the application has to set each struct member one by one - Some Android drivers fail to link shader programs if both vertex and fragment shader use the same uniform struct Because of this, we need to support flattening uniform buffers into an array. This is not just important for legacy GLSL but also is sometimes useful for ESSL 3.0 where some Android drivers do not have stable UBO support. The way flattening works is the entire buffer is represented as a vec4 array; each access chain is rewritten into a combination of array accesses, swizzles and data type constructors. Specifically: - Extracting a vector or a scalar requires indexing into the array with an optional swizzle, for example CB0[13].yz for reading vec2 - Extracting a matrix or a struct requires extracting each individual vector or struct member and then combining them into the resulting object - Extracting arrays is not supported, mostly because the resulting construct is very inefficient and ESSL 1.0 does not support array constructors. Additionally, while we try to constant-fold each individual indexing operation, there are cases where we have to use dynamic index computation (specifically for indexing arrays with non-constants); so the general form of the primitive array extraction expression is: buffer[stride0*index0+...+strideN*indexN+offset] Where stride/offset are integer literals and index represents variables.
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// Legacy GLSL compatibility method.
// Takes a uniform or push constant variable and flattens it into a (i|u)vec4 array[N]; array instead.
// For this to work, all types in the block must be the same basic type, e.g. mixing vec2 and vec4 is fine, but
// mixing int and float is not.
Implement buffer block flattening Legacy GLSL targets do not support uniform buffers, and as such require some sort of emulation. There are two alternatives - one is to represent a uniform buffer as a uniform struct, and another one is to flatten it into an array of primitive vector types (vec4). Uniform struct have two disadvantages that make using them prohibitive in some applications: - The location assignment for struct members is arbitrary which means the application has to set each struct member one by one - Some Android drivers fail to link shader programs if both vertex and fragment shader use the same uniform struct Because of this, we need to support flattening uniform buffers into an array. This is not just important for legacy GLSL but also is sometimes useful for ESSL 3.0 where some Android drivers do not have stable UBO support. The way flattening works is the entire buffer is represented as a vec4 array; each access chain is rewritten into a combination of array accesses, swizzles and data type constructors. Specifically: - Extracting a vector or a scalar requires indexing into the array with an optional swizzle, for example CB0[13].yz for reading vec2 - Extracting a matrix or a struct requires extracting each individual vector or struct member and then combining them into the resulting object - Extracting arrays is not supported, mostly because the resulting construct is very inefficient and ESSL 1.0 does not support array constructors. Additionally, while we try to constant-fold each individual indexing operation, there are cases where we have to use dynamic index computation (specifically for indexing arrays with non-constants); so the general form of the primitive array extraction expression is: buffer[stride0*index0+...+strideN*indexN+offset] Where stride/offset are integer literals and index represents variables.
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// The name of the uniform array will be the same as the interface block name.
void flatten_buffer_block(uint32_t id);
protected:
void reset();
void emit_function(SPIRFunction &func, uint64_t return_flags);
// Virtualize methods which need to be overridden by subclass targets like C++ and such.
virtual void emit_function_prototype(SPIRFunction &func, uint64_t return_flags);
virtual void emit_instruction(const Instruction &instr);
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virtual void emit_glsl_op(uint32_t result_type, uint32_t result_id, uint32_t op, const uint32_t *args,
uint32_t count);
virtual void emit_header();
virtual void emit_sampled_image_op(uint32_t result_type, uint32_t result_id, uint32_t image_id, uint32_t samp_id);
virtual void emit_texture_op(const Instruction &i);
virtual std::string type_to_glsl(const SPIRType &type);
virtual std::string builtin_to_glsl(spv::BuiltIn builtin);
virtual std::string member_decl(const SPIRType &type, const SPIRType &member_type, uint32_t member,
const std::string &qualifier = "");
virtual std::string image_type_glsl(const SPIRType &type);
virtual std::string constant_expression(const SPIRConstant &c);
std::string constant_op_expression(const SPIRConstantOp &cop);
virtual std::string constant_expression_vector(const SPIRConstant &c, uint32_t vector);
virtual void emit_fixup();
virtual std::string variable_decl(const SPIRType &type, const std::string &name);
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virtual std::string to_func_call_arg(uint32_t id);
virtual std::string to_function_name(uint32_t img, const SPIRType &imgtype, bool is_fetch, bool is_gather,
bool is_proj, bool has_array_offsets, bool has_offset, bool has_grad,
bool has_lod, bool has_dref);
virtual std::string to_function_args(uint32_t img, const SPIRType &imgtype, bool is_fetch, bool is_gather,
bool is_proj, uint32_t coord, uint32_t coord_components, uint32_t dref,
uint32_t grad_x, uint32_t grad_y, uint32_t lod, uint32_t coffset,
uint32_t offset, uint32_t bias, uint32_t comp, uint32_t sample,
bool *p_forward);
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virtual std::string clean_func_name(std::string func_name);
virtual void emit_buffer_block(const SPIRVariable &type);
virtual void emit_push_constant_block(const SPIRVariable &var);
virtual void emit_uniform(const SPIRVariable &var);
std::unique_ptr<std::ostringstream> buffer;
template <typename T>
inline void statement_inner(T &&t)
{
(*buffer) << std::forward<T>(t);
statement_count++;
}
template <typename T, typename... Ts>
inline void statement_inner(T &&t, Ts &&... ts)
{
(*buffer) << std::forward<T>(t);
statement_count++;
statement_inner(std::forward<Ts>(ts)...);
}
template <typename... Ts>
inline void statement(Ts &&... ts)
{
if (redirect_statement)
redirect_statement->push_back(join(std::forward<Ts>(ts)...));
else
{
for (uint32_t i = 0; i < indent; i++)
(*buffer) << " ";
statement_inner(std::forward<Ts>(ts)...);
(*buffer) << '\n';
}
}
template <typename... Ts>
inline void statement_no_indent(Ts &&... ts)
{
auto old_indent = indent;
indent = 0;
statement(std::forward<Ts>(ts)...);
indent = old_indent;
}
// Used for implementing continue blocks where
// we want to obtain a list of statements we can merge
// on a single line separated by comma.
std::vector<std::string> *redirect_statement = nullptr;
const SPIRBlock *current_continue_block = nullptr;
void begin_scope();
void end_scope();
void end_scope_decl();
void end_scope_decl(const std::string &decl);
Options options;
std::string type_to_array_glsl(const SPIRType &type);
std::string to_array_size(const SPIRType &type, uint32_t index);
uint32_t to_array_size_literal(const SPIRType &type, uint32_t index) const;
std::string variable_decl(const SPIRVariable &variable);
void add_local_variable_name(uint32_t id);
void add_resource_name(uint32_t id);
void add_member_name(SPIRType &type, uint32_t name);
bool is_non_native_row_major_matrix(uint32_t id);
bool member_is_non_native_row_major_matrix(const SPIRType &type, uint32_t index);
virtual std::string convert_row_major_matrix(std::string exp_str);
std::unordered_set<std::string> local_variable_names;
std::unordered_set<std::string> resource_names;
bool processing_entry_point = false;
// Can be overriden by subclass backends for trivial things which
// shouldn't need polymorphism.
struct BackendVariations
{
std::string discard_literal = "discard";
bool float_literal_suffix = false;
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bool double_literal_suffix = true;
bool uint32_t_literal_suffix = true;
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bool long_long_literal_suffix = false;
const char *basic_int_type = "int";
const char *basic_uint_type = "uint";
bool swizzle_is_function = false;
bool shared_is_implied = false;
bool flexible_member_array_supported = true;
bool explicit_struct_type = false;
bool use_initializer_list = false;
bool native_row_major_matrix = true;
bool use_constructor_splatting = true;
} backend;
void emit_struct(SPIRType &type);
void emit_resources();
void emit_buffer_block_native(const SPIRVariable &var);
void emit_buffer_block_legacy(const SPIRVariable &var);
void emit_buffer_block_flattened(const SPIRVariable &type);
void emit_push_constant_block_vulkan(const SPIRVariable &var);
void emit_push_constant_block_glsl(const SPIRVariable &var);
void emit_interface_block(const SPIRVariable &type);
void emit_block_chain(SPIRBlock &block);
void emit_specialization_constant(const SPIRConstant &constant);
std::string emit_continue_block(uint32_t continue_block);
bool attempt_emit_loop_header(SPIRBlock &block, SPIRBlock::Method method);
void propagate_loop_dominators(const SPIRBlock &block);
void branch(uint32_t from, uint32_t to);
void branch(uint32_t from, uint32_t cond, uint32_t true_block, uint32_t false_block);
void flush_phi(uint32_t from, uint32_t to);
bool flush_phi_required(uint32_t from, uint32_t to);
void flush_variable_declaration(uint32_t id);
void flush_undeclared_variables(SPIRBlock &block);
bool should_forward(uint32_t id);
void emit_mix_op(uint32_t result_type, uint32_t id, uint32_t left, uint32_t right, uint32_t lerp);
bool to_trivial_mix_op(const SPIRType &type, std::string &op, uint32_t left, uint32_t right, uint32_t lerp);
void emit_quaternary_func_op(uint32_t result_type, uint32_t result_id, uint32_t op0, uint32_t op1, uint32_t op2,
uint32_t op3, const char *op);
void emit_trinary_func_op(uint32_t result_type, uint32_t result_id, uint32_t op0, uint32_t op1, uint32_t op2,
const char *op);
void emit_binary_func_op(uint32_t result_type, uint32_t result_id, uint32_t op0, uint32_t op1, const char *op);
void emit_binary_func_op_cast(uint32_t result_type, uint32_t result_id, uint32_t op0, uint32_t op1, const char *op,
SPIRType::BaseType input_type, bool skip_cast_if_equal_type);
void emit_unary_func_op(uint32_t result_type, uint32_t result_id, uint32_t op0, const char *op);
void emit_binary_op(uint32_t result_type, uint32_t result_id, uint32_t op0, uint32_t op1, const char *op);
void emit_binary_op_cast(uint32_t result_type, uint32_t result_id, uint32_t op0, uint32_t op1, const char *op,
SPIRType::BaseType input_type, bool skip_cast_if_equal_type);
SPIRType binary_op_bitcast_helper(std::string &cast_op0, std::string &cast_op1, SPIRType::BaseType &input_type,
uint32_t op0, uint32_t op1, bool skip_cast_if_equal_type);
void emit_unary_op(uint32_t result_type, uint32_t result_id, uint32_t op0, const char *op);
bool expression_is_forwarded(uint32_t id);
SPIRExpression &emit_op(uint32_t result_type, uint32_t result_id, const std::string &rhs, bool forward_rhs,
bool suppress_usage_tracking = false);
std::string access_chain_internal(uint32_t base, const uint32_t *indices, uint32_t count, bool index_is_literal,
bool chain_only = false, bool *need_transpose = nullptr);
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std::string access_chain(uint32_t base, const uint32_t *indices, uint32_t count, const SPIRType &target_type,
bool *need_transpose = nullptr);
std::string flattened_access_chain(uint32_t base, const uint32_t *indices, uint32_t count,
const SPIRType &target_type, uint32_t offset, uint32_t matrix_stride,
bool need_transpose);
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std::string flattened_access_chain_struct(uint32_t base, const uint32_t *indices, uint32_t count,
const SPIRType &target_type, uint32_t offset);
std::string flattened_access_chain_matrix(uint32_t base, const uint32_t *indices, uint32_t count,
const SPIRType &target_type, uint32_t offset, uint32_t matrix_stride,
bool need_transpose);
std::string flattened_access_chain_vector(uint32_t base, const uint32_t *indices, uint32_t count,
const SPIRType &target_type, uint32_t offset, uint32_t matrix_stride,
bool need_transpose);
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std::pair<std::string, uint32_t> flattened_access_chain_offset(uint32_t base, const uint32_t *indices,
uint32_t count, uint32_t offset,
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bool *need_transpose = nullptr,
uint32_t *matrix_stride = nullptr);
const char *index_to_swizzle(uint32_t index);
std::string remap_swizzle(uint32_t result_type, uint32_t input_components, uint32_t expr);
std::string declare_temporary(uint32_t type, uint32_t id);
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void append_global_func_args(const SPIRFunction &func, uint32_t index, std::vector<std::string> &arglist);
std::string to_expression(uint32_t id);
std::string to_enclosed_expression(uint32_t id);
void strip_enclosed_expression(std::string &expr);
std::string to_member_name(const SPIRType &type, uint32_t index);
std::string type_to_glsl_constructor(const SPIRType &type);
std::string argument_decl(const SPIRFunction::Parameter &arg);
std::string to_qualifiers_glsl(uint32_t id);
const char *to_precision_qualifiers_glsl(uint32_t id);
const char *to_storage_qualifiers_glsl(const SPIRVariable &var);
const char *flags_to_precision_qualifiers_glsl(const SPIRType &type, uint64_t flags);
const char *format_to_glsl(spv::ImageFormat format);
std::string layout_for_member(const SPIRType &type, uint32_t index);
std::string to_interpolation_qualifiers(uint64_t flags);
uint64_t combined_decoration_for_member(const SPIRType &type, uint32_t index);
std::string layout_for_variable(const SPIRVariable &variable);
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std::string to_combined_image_sampler(uint32_t image_id, uint32_t samp_id);
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bool skip_argument(uint32_t id) const;
bool ssbo_is_std430_packing(const SPIRType &type);
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uint32_t type_to_std430_base_size(const SPIRType &type);
uint32_t type_to_std430_alignment(const SPIRType &type, uint64_t flags);
uint32_t type_to_std430_array_stride(const SPIRType &type, uint64_t flags);
uint32_t type_to_std430_size(const SPIRType &type, uint64_t flags);
std::string bitcast_glsl(const SPIRType &result_type, uint32_t arg);
std::string bitcast_glsl_op(const SPIRType &result_type, const SPIRType &argument_type);
std::string build_composite_combiner(const uint32_t *elems, uint32_t length);
bool remove_duplicate_swizzle(std::string &op);
bool remove_unity_swizzle(uint32_t base, std::string &op);
// Can modify flags to remote readonly/writeonly if image type
// and force recompile.
bool check_atomic_image(uint32_t id);
void replace_illegal_names();
void replace_fragment_output(SPIRVariable &var);
void replace_fragment_outputs();
std::string legacy_tex_op(const std::string &op, const SPIRType &imgtype);
uint32_t indent = 0;
std::unordered_set<uint32_t> emitted_functions;
Implement buffer block flattening Legacy GLSL targets do not support uniform buffers, and as such require some sort of emulation. There are two alternatives - one is to represent a uniform buffer as a uniform struct, and another one is to flatten it into an array of primitive vector types (vec4). Uniform struct have two disadvantages that make using them prohibitive in some applications: - The location assignment for struct members is arbitrary which means the application has to set each struct member one by one - Some Android drivers fail to link shader programs if both vertex and fragment shader use the same uniform struct Because of this, we need to support flattening uniform buffers into an array. This is not just important for legacy GLSL but also is sometimes useful for ESSL 3.0 where some Android drivers do not have stable UBO support. The way flattening works is the entire buffer is represented as a vec4 array; each access chain is rewritten into a combination of array accesses, swizzles and data type constructors. Specifically: - Extracting a vector or a scalar requires indexing into the array with an optional swizzle, for example CB0[13].yz for reading vec2 - Extracting a matrix or a struct requires extracting each individual vector or struct member and then combining them into the resulting object - Extracting arrays is not supported, mostly because the resulting construct is very inefficient and ESSL 1.0 does not support array constructors. Additionally, while we try to constant-fold each individual indexing operation, there are cases where we have to use dynamic index computation (specifically for indexing arrays with non-constants); so the general form of the primitive array extraction expression is: buffer[stride0*index0+...+strideN*indexN+offset] Where stride/offset are integer literals and index represents variables.
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std::unordered_set<uint32_t> flattened_buffer_blocks;
std::unordered_set<uint32_t> flattened_structs;
std::string load_flattened_struct(SPIRVariable &var);
std::string to_flattened_struct_member(const SPIRType &type, uint32_t index);
void store_flattened_struct(SPIRVariable &var, uint32_t value);
Implement buffer block flattening Legacy GLSL targets do not support uniform buffers, and as such require some sort of emulation. There are two alternatives - one is to represent a uniform buffer as a uniform struct, and another one is to flatten it into an array of primitive vector types (vec4). Uniform struct have two disadvantages that make using them prohibitive in some applications: - The location assignment for struct members is arbitrary which means the application has to set each struct member one by one - Some Android drivers fail to link shader programs if both vertex and fragment shader use the same uniform struct Because of this, we need to support flattening uniform buffers into an array. This is not just important for legacy GLSL but also is sometimes useful for ESSL 3.0 where some Android drivers do not have stable UBO support. The way flattening works is the entire buffer is represented as a vec4 array; each access chain is rewritten into a combination of array accesses, swizzles and data type constructors. Specifically: - Extracting a vector or a scalar requires indexing into the array with an optional swizzle, for example CB0[13].yz for reading vec2 - Extracting a matrix or a struct requires extracting each individual vector or struct member and then combining them into the resulting object - Extracting arrays is not supported, mostly because the resulting construct is very inefficient and ESSL 1.0 does not support array constructors. Additionally, while we try to constant-fold each individual indexing operation, there are cases where we have to use dynamic index computation (specifically for indexing arrays with non-constants); so the general form of the primitive array extraction expression is: buffer[stride0*index0+...+strideN*indexN+offset] Where stride/offset are integer literals and index represents variables.
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// Usage tracking. If a temporary is used more than once, use the temporary instead to
// avoid AST explosion when SPIRV is generated with pure SSA and doesn't write stuff to variables.
std::unordered_map<uint32_t, uint32_t> expression_usage_counts;
std::unordered_set<uint32_t> forced_temporaries;
std::unordered_set<uint32_t> forwarded_temporaries;
void track_expression_read(uint32_t id);
std::unordered_set<std::string> forced_extensions;
std::vector<std::string> header_lines;
uint32_t statement_count;
inline bool is_legacy() const
{
return (options.es && options.version < 300) || (!options.es && options.version < 130);
}
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inline bool is_legacy_es() const
{
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return options.es && options.version < 300;
}
inline bool is_legacy_desktop() const
{
return !options.es && options.version < 130;
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}
bool args_will_forward(uint32_t id, const uint32_t *args, uint32_t num_args, bool pure);
void register_call_out_argument(uint32_t id);
void register_impure_function_call();
// GL_EXT_shader_pixel_local_storage support.
std::vector<PlsRemap> pls_inputs;
std::vector<PlsRemap> pls_outputs;
std::string pls_decl(const PlsRemap &variable);
const char *to_pls_qualifiers_glsl(const SPIRVariable &variable);
void emit_pls();
void remap_pls_variables();
void add_variable(std::unordered_set<std::string> &variables, uint32_t id);
void check_function_call_constraints(const uint32_t *args, uint32_t length);
void handle_invalid_expression(uint32_t id);
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void find_static_extensions();
std::string emit_for_loop_initializers(const SPIRBlock &block);
bool optimize_read_modify_write(const std::string &lhs, const std::string &rhs);
void fixup_image_load_store_access();
};
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}
#endif