241 lines
8.4 KiB
C++
241 lines
8.4 KiB
C++
/*************************************************************************/
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/* register_types.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "register_types.h"
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#include "servers/visual/rendering_device.h"
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#include "thirdparty/glslang/SPIRV/GlslangToSpv.h"
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#include "thirdparty/glslang/glslang/Include/Types.h"
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#include "thirdparty/glslang/glslang/Public/ShaderLang.h"
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static const TBuiltInResource default_builtin_resource = {
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.maxLights = 32,
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.maxClipPlanes = 6,
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.maxTextureUnits = 32,
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.maxTextureCoords = 32,
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.maxVertexAttribs = 64,
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.maxVertexUniformComponents = 4096,
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.maxVaryingFloats = 64,
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.maxVertexTextureImageUnits = 32,
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.maxCombinedTextureImageUnits = 80,
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.maxTextureImageUnits = 32,
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.maxFragmentUniformComponents = 4096,
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.maxDrawBuffers = 32,
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.maxVertexUniformVectors = 128,
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.maxVaryingVectors = 8,
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.maxFragmentUniformVectors = 16,
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.maxVertexOutputVectors = 16,
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.maxFragmentInputVectors = 15,
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.minProgramTexelOffset = -8,
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.maxProgramTexelOffset = 7,
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.maxClipDistances = 8,
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.maxComputeWorkGroupCountX = 65535,
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.maxComputeWorkGroupCountY = 65535,
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.maxComputeWorkGroupCountZ = 65535,
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.maxComputeWorkGroupSizeX = 1024,
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.maxComputeWorkGroupSizeY = 1024,
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.maxComputeWorkGroupSizeZ = 64,
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.maxComputeUniformComponents = 1024,
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.maxComputeTextureImageUnits = 16,
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.maxComputeImageUniforms = 8,
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.maxComputeAtomicCounters = 8,
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.maxComputeAtomicCounterBuffers = 1,
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.maxVaryingComponents = 60,
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.maxVertexOutputComponents = 64,
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.maxGeometryInputComponents = 64,
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.maxGeometryOutputComponents = 128,
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.maxFragmentInputComponents = 128,
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.maxImageUnits = 8,
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.maxCombinedImageUnitsAndFragmentOutputs = 8,
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.maxCombinedShaderOutputResources = 8,
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.maxImageSamples = 0,
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.maxVertexImageUniforms = 0,
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.maxTessControlImageUniforms = 0,
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.maxTessEvaluationImageUniforms = 0,
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.maxGeometryImageUniforms = 0,
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.maxFragmentImageUniforms = 8,
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.maxCombinedImageUniforms = 8,
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.maxGeometryTextureImageUnits = 16,
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.maxGeometryOutputVertices = 256,
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.maxGeometryTotalOutputComponents = 1024,
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.maxGeometryUniformComponents = 1024,
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.maxGeometryVaryingComponents = 64,
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.maxTessControlInputComponents = 128,
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.maxTessControlOutputComponents = 128,
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.maxTessControlTextureImageUnits = 16,
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.maxTessControlUniformComponents = 1024,
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.maxTessControlTotalOutputComponents = 4096,
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.maxTessEvaluationInputComponents = 128,
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.maxTessEvaluationOutputComponents = 128,
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.maxTessEvaluationTextureImageUnits = 16,
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.maxTessEvaluationUniformComponents = 1024,
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.maxTessPatchComponents = 120,
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.maxPatchVertices = 32,
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.maxTessGenLevel = 64,
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.maxViewports = 16,
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.maxVertexAtomicCounters = 0,
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.maxTessControlAtomicCounters = 0,
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.maxTessEvaluationAtomicCounters = 0,
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.maxGeometryAtomicCounters = 0,
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.maxFragmentAtomicCounters = 8,
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.maxCombinedAtomicCounters = 8,
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.maxAtomicCounterBindings = 1,
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.maxVertexAtomicCounterBuffers = 0,
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.maxTessControlAtomicCounterBuffers = 0,
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.maxTessEvaluationAtomicCounterBuffers = 0,
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.maxGeometryAtomicCounterBuffers = 0,
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.maxFragmentAtomicCounterBuffers = 1,
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.maxCombinedAtomicCounterBuffers = 1,
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.maxAtomicCounterBufferSize = 16384,
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.maxTransformFeedbackBuffers = 4,
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.maxTransformFeedbackInterleavedComponents = 64,
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.maxCullDistances = 8,
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.maxCombinedClipAndCullDistances = 8,
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.maxSamples = 4,
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.limits = {
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.nonInductiveForLoops = 1,
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.whileLoops = 1,
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.doWhileLoops = 1,
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.generalUniformIndexing = 1,
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.generalAttributeMatrixVectorIndexing = 1,
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.generalVaryingIndexing = 1,
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.generalSamplerIndexing = 1,
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.generalVariableIndexing = 1,
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.generalConstantMatrixVectorIndexing = 1,
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}
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};
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static PoolVector<uint8_t> _compile_shader_glsl(RenderingDevice::ShaderStage p_stage, const String &p_source_code, RenderingDevice::ShaderLanguage p_language, String *r_error) {
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PoolVector<uint8_t> ret;
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ERR_FAIL_COND_V(p_language==RenderingDevice::SHADER_LANGUAGE_HLSL,ret);
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// initialize in case it's not initialized. This is done once per thread
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// and it's safe to call multiple times
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glslang::InitializeProcess();
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EShLanguage stages[RenderingDevice::SHADER_STAGE_MAX] = {
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EShLangVertex,
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EShLangFragment,
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EShLangTessControl,
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EShLangTessEvaluation,
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EShLangCompute
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};
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int ClientInputSemanticsVersion = 100; // maps to, say, #define VULKAN 100
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glslang::EShTargetClientVersion VulkanClientVersion = glslang::EShTargetVulkan_1_0;
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glslang::EShTargetLanguageVersion TargetVersion = glslang::EShTargetSpv_1_0;
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glslang::TShader::ForbidIncluder includer;
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glslang::TShader shader(stages[p_stage]);
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CharString cs = p_source_code.ascii();
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const char *cs_strings = cs.get_data();
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shader.setStrings(&cs_strings, 1);
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shader.setEnvInput(glslang::EShSourceGlsl, stages[p_stage], glslang::EShClientVulkan, ClientInputSemanticsVersion);
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shader.setEnvClient(glslang::EShClientVulkan, VulkanClientVersion);
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shader.setEnvTarget(glslang::EShTargetSpv, TargetVersion);
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EShMessages messages = (EShMessages)(EShMsgSpvRules | EShMsgVulkanRules);
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const int DefaultVersion = 100;
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std::string pre_processed_code;
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//preprocess
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if (!shader.preprocess(&default_builtin_resource, DefaultVersion, ENoProfile, false, false, messages, &pre_processed_code, includer)) {
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if (r_error) {
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(*r_error) = "Failed pre-process:\n";
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(*r_error) += shader.getInfoLog();
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(*r_error) += "\n";
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(*r_error) += shader.getInfoDebugLog();
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}
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return ret;
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}
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//set back..
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cs_strings = pre_processed_code.c_str();
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shader.setStrings(&cs_strings, 1);
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//parse
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if (!shader.parse(&default_builtin_resource, DefaultVersion, false, messages)) {
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if (r_error) {
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(*r_error) = "Failed parse:\n";
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(*r_error) += shader.getInfoLog();
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(*r_error) += "\n";
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(*r_error) += shader.getInfoDebugLog();
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}
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return ret;
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}
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//link
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glslang::TProgram program;
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program.addShader(&shader);
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if (!program.link(messages)) {
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if (r_error) {
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(*r_error) = "Failed link:\n";
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(*r_error) += program.getInfoLog();
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(*r_error) += "\n";
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(*r_error) += program.getInfoDebugLog();
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}
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return ret;
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}
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std::vector<uint32_t> SpirV;
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spv::SpvBuildLogger logger;
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glslang::SpvOptions spvOptions;
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glslang::GlslangToSpv(*program.getIntermediate(stages[p_stage]), SpirV, &logger, &spvOptions);
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ret.resize(SpirV.size() * sizeof(uint32_t));
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{
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PoolVector<uint8_t>::Write w = ret.write();
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copymem(w.ptr(),&SpirV[0],SpirV.size()*sizeof(uint32_t));
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}
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return ret;
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}
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void preregister_glslang_types() {
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RenderingDevice::shader_set_compile_function(_compile_shader_glsl);
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}
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void register_glslang_types() {
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}
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void unregister_glslang_types() {
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}
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