Disallow arrays and structs from becoming loop variables.
Fixes awkward code-gen issue.
This commit is contained in:
Родитель
2e5d06d1ce
Коммит
922420e346
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@ -0,0 +1,32 @@
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static const float _17[5] = { 1.0f, 2.0f, 3.0f, 4.0f, 5.0f };
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static float4 FragColor;
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static float4 v0;
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struct SPIRV_Cross_Input
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{
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float4 v0 : TEXCOORD0;
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};
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struct SPIRV_Cross_Output
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{
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float4 FragColor : SV_Target0;
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};
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void frag_main()
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{
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float lut[5] = _17;
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int _33;
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for (int _46 = 0; _46 < 4; _33 = _46 + 1, FragColor += lut[_33].xxxx, _46 = _33)
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{
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}
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}
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SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input)
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{
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v0 = stage_input.v0;
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frag_main();
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SPIRV_Cross_Output stage_output;
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stage_output.FragColor = FragColor;
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return stage_output;
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}
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@ -0,0 +1,39 @@
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#pragma clang diagnostic ignored "-Wmissing-prototypes"
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#include <metal_stdlib>
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#include <simd/simd.h>
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using namespace metal;
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constant float _17[5] = {1.0, 2.0, 3.0, 4.0, 5.0};
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struct main0_out
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{
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float4 FragColor [[color(0)]];
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};
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// Implementation of an array copy function to cover GLSL's ability to copy an array via assignment.
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template<typename T, uint N>
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void spvArrayCopy(thread T (&dst)[N], thread const T (&src)[N])
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{
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for (uint i = 0; i < N; dst[i] = src[i], i++);
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}
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// An overload for constant arrays.
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template<typename T, uint N>
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void spvArrayCopyConstant(thread T (&dst)[N], constant T (&src)[N])
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{
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for (uint i = 0; i < N; dst[i] = src[i], i++);
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}
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fragment main0_out main0()
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{
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main0_out out = {};
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float lut[5] = {1.0, 2.0, 3.0, 4.0, 5.0};
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int _33;
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for (int _46 = 0; _46 < 4; _33 = _46 + 1, out.FragColor += float4(lut[_33]), _46 = _33)
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{
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}
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return out;
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}
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@ -0,0 +1,15 @@
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#version 310 es
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precision mediump float;
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precision highp int;
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layout(location = 0) out vec4 FragColor;
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void main()
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{
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float lut[5] = float[](1.0, 2.0, 3.0, 4.0, 5.0);
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mediump int _33;
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for (int _46 = 0; _46 < 4; _33 = _46 + 1, FragColor += vec4(lut[_33]), _46 = _33)
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{
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}
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}
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@ -0,0 +1,31 @@
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static const float _17[5] = { 1.0f, 2.0f, 3.0f, 4.0f, 5.0f };
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static float4 FragColor;
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static float4 v0;
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struct SPIRV_Cross_Input
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{
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float4 v0 : TEXCOORD0;
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};
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struct SPIRV_Cross_Output
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{
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float4 FragColor : SV_Target0;
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};
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void frag_main()
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{
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float lut[5] = _17;
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for (int i = 0; i < 4; i++, FragColor += lut[i].xxxx)
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{
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}
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}
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SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input)
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{
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v0 = stage_input.v0;
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frag_main();
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SPIRV_Cross_Output stage_output;
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stage_output.FragColor = FragColor;
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return stage_output;
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}
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@ -0,0 +1,38 @@
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#pragma clang diagnostic ignored "-Wmissing-prototypes"
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#include <metal_stdlib>
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#include <simd/simd.h>
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using namespace metal;
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constant float _17[5] = {1.0, 2.0, 3.0, 4.0, 5.0};
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struct main0_out
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{
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float4 FragColor [[color(0)]];
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};
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// Implementation of an array copy function to cover GLSL's ability to copy an array via assignment.
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template<typename T, uint N>
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void spvArrayCopy(thread T (&dst)[N], thread const T (&src)[N])
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{
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for (uint i = 0; i < N; dst[i] = src[i], i++);
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}
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// An overload for constant arrays.
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template<typename T, uint N>
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void spvArrayCopyConstant(thread T (&dst)[N], constant T (&src)[N])
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{
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for (uint i = 0; i < N; dst[i] = src[i], i++);
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}
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fragment main0_out main0()
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{
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main0_out out = {};
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float lut[5] = {1.0, 2.0, 3.0, 4.0, 5.0};
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for (int i = 0; i < 4; i++, out.FragColor += float4(lut[i]))
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{
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}
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return out;
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}
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@ -0,0 +1,14 @@
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#version 310 es
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precision mediump float;
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precision highp int;
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layout(location = 0) out vec4 FragColor;
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void main()
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{
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float lut[5] = float[](1.0, 2.0, 3.0, 4.0, 5.0);
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for (mediump int i = 0; i < 4; i++, FragColor += vec4(lut[i]))
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{
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}
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}
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@ -0,0 +1,13 @@
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#version 310 es
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precision mediump float;
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layout(location = 0) out vec4 FragColor;
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layout(location = 0) in vec4 v0;
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void main()
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{
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float lut[5] = float[](1.0, 2.0, 3.0, 4.0, 5.0);
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for (int i = 0; i < 4; i++, FragColor += lut[i])
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{
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}
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}
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@ -0,0 +1,13 @@
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#version 310 es
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precision mediump float;
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layout(location = 0) out vec4 FragColor;
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layout(location = 0) in vec4 v0;
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void main()
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{
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float lut[5] = float[](1.0, 2.0, 3.0, 4.0, 5.0);
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for (int i = 0; i < 4; i++, FragColor += lut[i])
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{
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}
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}
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@ -0,0 +1,13 @@
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#version 310 es
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precision mediump float;
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layout(location = 0) out vec4 FragColor;
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layout(location = 0) in vec4 v0;
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void main()
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{
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float lut[5] = float[](1.0, 2.0, 3.0, 4.0, 5.0);
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for (int i = 0; i < 4; i++, FragColor += lut[i])
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{
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}
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}
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@ -3679,7 +3679,8 @@ void Compiler::analyze_variable_scope(SPIRFunction &entry)
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// so we will have to lift the dominator up to the relevant loop header instead.
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builder.add_block(this->continue_block_to_loop_header[block]);
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if (type.vecsize == 1 && type.columns == 1)
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// Arrays or structs cannot be loop variables.
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if (type.vecsize == 1 && type.columns == 1 && type.basetype != SPIRType::Struct && type.array.empty())
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{
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// The variable is used in multiple continue blocks, this is not a loop
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// candidate, signal that by setting block to -1u.
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@ -8573,7 +8573,7 @@ string CompilerGLSL::emit_for_loop_initializers(const SPIRBlock &block)
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if (expr.empty())
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{
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// For loop initializers are of the form <type id = value, id = value, id = value, etc ...
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auto &var = get<SPIRVariable>(block.loop_variables.front());
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auto &var = get<SPIRVariable>(loop_var);
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auto &type = get<SPIRType>(var.basetype);
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expr = join(to_qualifiers_glsl(var.self), type_to_glsl(type), " ");
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}
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