@@ -93,16 +93,16 @@ void IPhysicalDevice::addCommonGLSLDefines(std::ostringstream& pool, const bool
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addGLSLDefineToPool (pool," NBL_GLSL_LIMIT_MAX_FRAMEBUFFER_WIDTH" ,m_properties.limits .maxFramebufferWidth );
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addGLSLDefineToPool (pool," NBL_GLSL_LIMIT_MAX_FRAMEBUFFER_HEIGHT" ,m_properties.limits .maxFramebufferHeight );
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addGLSLDefineToPool (pool," NBL_GLSL_LIMIT_MAX_FRAMEBUFFER_LAYERS" ,m_properties.limits .maxFramebufferLayers );
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- // core::bitflag<asset::IImage::E_SAMPLE_COUNT_FLAGS> framebufferColorSampleCounts = asset::IImage::E_SAMPLE_COUNT_FLAGS(0u );
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- // core::bitflag<asset::IImage::E_SAMPLE_COUNT_FLAGS> framebufferDepthSampleCounts = asset::IImage::E_SAMPLE_COUNT_FLAGS(0u );
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- // core::bitflag<asset::IImage::E_SAMPLE_COUNT_FLAGS> framebufferStencilSampleCounts = asset::IImage::E_SAMPLE_COUNT_FLAGS(0u );
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- // core::bitflag<asset::IImage::E_SAMPLE_COUNT_FLAGS> framebufferNoAttachmentsSampleCounts = asset::IImage::E_SAMPLE_COUNT_FLAGS(0u );
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+ addGLSLDefineToPool (pool, " NBL_GLSL_FRAMEBUFFER_COLOR_SAMPLE_COUNTS " ,m_properties. limits . framebufferColorSampleCounts . value );
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+ addGLSLDefineToPool (pool, " NBL_GLSL_FRAMEBUFFER_DEPTH_SAMPLE_COUNTS " ,m_properties. limits . framebufferDepthSampleCounts . value );
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+ addGLSLDefineToPool (pool, " NBL_GLSL_FRAMEBUFFER_STENCIL_SAMPLE_COUNTS " ,m_properties. limits . framebufferStencilSampleCounts . value );
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+ addGLSLDefineToPool (pool, " NBL_GLSL_FRAMEBUFFER_NO_ATTACHMENTS_SAMPLE_COUNTS " ,m_properties. limits . framebufferNoAttachmentsSampleCounts . value );
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addGLSLDefineToPool (pool," NBL_GLSL_LIMIT_MAX_COLOR_ATTACHMENTS" ,m_properties.limits .maxColorAttachments );
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- // core::bitflag<asset::IImage::E_SAMPLE_COUNT_FLAGS> sampledImageColorSampleCounts = asset::IImage::E_SAMPLE_COUNT_FLAGS(0u );
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- // core::bitflag<asset::IImage::E_SAMPLE_COUNT_FLAGS> sampledImageIntegerSampleCounts = asset::IImage::E_SAMPLE_COUNT_FLAGS(0u );
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- // core::bitflag<asset::IImage::E_SAMPLE_COUNT_FLAGS> sampledImageDepthSampleCounts = asset::IImage::E_SAMPLE_COUNT_FLAGS(0u );
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- // core::bitflag<asset::IImage::E_SAMPLE_COUNT_FLAGS> sampledImageStencilSampleCounts = asset::IImage::E_SAMPLE_COUNT_FLAGS(0u );
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- // core::bitflag<asset::IImage::E_SAMPLE_COUNT_FLAGS> storageImageSampleCounts = asset::IImage::E_SAMPLE_COUNT_FLAGS(0u);
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+ addGLSLDefineToPool (pool, " NBL_GLSL_NBL_GLSL_SAMPLED_IMAGE_COLOR_SAMPLE_COUNTS " ,m_properties. limits . sampledImageColorSampleCounts . value );
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+ addGLSLDefineToPool (pool, " NBL_GLSL_NBL_GLSL_SAMPLED_IMAGE_INTEGER_SAMPLE_COUNTS " ,m_properties. limits . sampledImageIntegerSampleCounts . value );
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+ addGLSLDefineToPool (pool, " NBL_GLSL_NBL_GLSL_SAMPLED_IMAGE_DEPTH_SAMPLE_COUNTS " ,m_properties. limits . sampledImageDepthSampleCounts . value );
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+ addGLSLDefineToPool (pool, " NBL_GLSL_NBL_GLSL_SAMPLED_IMAGE_STENCIL_SAMPLE_COUNTS " ,m_properties. limits . sampledImageStencilSampleCounts . value );
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+ addGLSLDefineToPool (pool, " NBL_GLSL_NBL_GLSL_STORAGE_IMAGE_SAMPLE_COUNTS " ,m_properties. limits . storageImageSampleCounts . value );
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addGLSLDefineToPool (pool," NBL_GLSL_LIMIT_MAX_SAMPLE_MASK_WORDS" ,m_properties.limits .maxSampleMaskWords );
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addGLSLDefineToPool (pool," NBL_GLSL_LIMIT_TIMESTAMP_COMPUTE_AND_GRAPHICS" ,m_properties.limits .timestampComputeAndGraphics );
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addGLSLDefineToPool (pool," NBL_GLSL_LIMIT_TIMESTAMP_PERIOD_IN_NANO_SECONDS" ,m_properties.limits .timestampPeriodInNanoSeconds );
@@ -126,7 +126,7 @@ void IPhysicalDevice::addCommonGLSLDefines(std::ostringstream& pool, const bool
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addGLSLDefineToPool (pool," NBL_GLSL_LIMIT_MAX_VERTEX_OUTPUT_COMPONENTS" ,m_properties.limits .maxVertexOutputComponents );
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addGLSLDefineToPool (pool," NBL_GLSL_LIMIT_SUBGROUP_SIZE" ,m_properties.limits .subgroupSize );
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- // core::bitflag<asset::IShader::E_SHADER_STAGE> subgroupOpsShaderStages = asset::IShader::ESS_UNKNOWN ;
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+ addGLSLDefineToPool (pool, " NBL_GLSL_LIMIT_SUBGROUP_OPS_SHADER_STAGES " ,m_properties. limits . subgroupOpsShaderStages . value ) ;
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if (m_properties.limits .shaderSubgroupBasic ) addGLSLDefineToPool (pool," NBL_GLSL_LIMIT_SHADER_SUBGROUP_BASIC" );
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if (m_properties.limits .shaderSubgroupVote ) addGLSLDefineToPool (pool," NBL_GLSL_LIMIT_SHADER_SUBGROUP_VOTE" );
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if (m_properties.limits .shaderSubgroupArithmetic ) addGLSLDefineToPool (pool," NBL_GLSL_LIMIT_SHADER_SUBGROUP_ARITHMETIC" );
@@ -190,7 +190,7 @@ void IPhysicalDevice::addCommonGLSLDefines(std::ostringstream& pool, const bool
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addGLSLDefineToPool (pool," NBL_GLSL_LIMIT_MAX_SUBGROUP_SIZE" ,m_properties.limits .maxSubgroupSize );
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addGLSLDefineToPool (pool," NBL_GLSL_LIMIT_MAX_COMPUTE_WORKGROUP_SUBGROUPS" ,m_properties.limits .maxComputeWorkgroupSubgroups );
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- // core::bitflag<asset::IShader::E_SHADER_STAGE> requiredSubgroupSizeStages = core::bitflag<asset::IShader::E_SHADER_STAGE>(0u );
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+ addGLSLDefineToPool (pool, " NBL_GLSL_LIMIT_REQUIRED_SUBGROUP_SIZE_STAGES " ,m_properties. limits . requiredSubgroupSizeStages . value );
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addGLSLDefineToPool (pool," NBL_GLSL_LIMIT_STORAGE_TEXEL_BUFFER_OFFSET_ALIGNMENT_BYTES" ,m_properties.limits .minSubgroupSize );
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addGLSLDefineToPool (pool," NBL_GLSL_LIMIT_UNIFORM_TEXEL_BUFFER_OFFSET_ALIGNMENT_BYTES" ,m_properties.limits .maxSubgroupSize );
@@ -254,18 +254,18 @@ void IPhysicalDevice::addCommonGLSLDefines(std::ostringstream& pool, const bool
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if (m_properties.limits .variableSampleLocations ) addGLSLDefineToPool (pool," NBL_GLSL_LIMIT_VARIABLE_SAMPLE_LOCATIONS" );
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addGLSLDefineToPool (pool," NBL_GLSL_LIMIT_SAMPLE_LOCATION_SUBPIXEL_BITS" ,m_properties.limits .sampleLocationSubPixelBits );
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- // core::bitflag<asset::IImage::E_SAMPLE_COUNT_FLAGS> sampleLocationSampleCounts = asset::IImage::E_SAMPLE_COUNT_FLAGS(0u );
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- addGLSLDefineToPool (pool," NBL_GLSL_LIMIT_MAX_SAMPLE_LOCATION_GRID_SIZE_X" ,m_properties.limits .maxSampleLocationGridSize [ 0 ] );
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- addGLSLDefineToPool (pool," NBL_GLSL_LIMIT_MAX_SAMPLE_LOCATION_GRID_SIZE_Y" ,m_properties.limits .maxSampleLocationGridSize [ 1 ] );
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+ addGLSLDefineToPool (pool, " NBL_GLSL_LIMIT_SAMPLE_LOCATION_SAMPLE_COUNTS " ,m_properties. limits . sampleLocationSampleCounts . value );
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+ addGLSLDefineToPool (pool," NBL_GLSL_LIMIT_MAX_SAMPLE_LOCATION_GRID_SIZE_X" ,m_properties.limits .maxSampleLocationGridSize . width );
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+ addGLSLDefineToPool (pool," NBL_GLSL_LIMIT_MAX_SAMPLE_LOCATION_GRID_SIZE_Y" ,m_properties.limits .maxSampleLocationGridSize . height );
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addGLSLDefineToPool (pool," NBL_GLSL_LIMIT_SAMPLE_LOCATION_COORDINATE_RANGE_X" ,m_properties.limits .sampleLocationCoordinateRange [0 ]);
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addGLSLDefineToPool (pool," NBL_GLSL_LIMIT_SAMPLE_LOCATION_COORDINATE_RANGE_Y" ,m_properties.limits .sampleLocationCoordinateRange [1 ]);
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addGLSLDefineToPool (pool," NBL_GLSL_LIMIT_MIN_IMPORTED_HOST_POINTER_ALIGNMENT" ,m_properties.limits .minImportedHostPointerAlignment );
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- addGLSLDefineToPool (pool," NBL_GLSL_LIMIT_MIN_FRAGMENT_DENSITY_TEXEL_SIZE_X" ,m_properties.limits .minFragmentDensityTexelSize [ 0 ] );
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- addGLSLDefineToPool (pool," NBL_GLSL_LIMIT_MIN_FRAGMENT_DENSITY_TEXEL_SIZE_Y" ,m_properties.limits .minFragmentDensityTexelSize [ 1 ] );
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- addGLSLDefineToPool (pool," NBL_GLSL_LIMIT_MAX_FRAGMENT_DENSITY_TEXEL_SIZE_X" ,m_properties.limits .maxFragmentDensityTexelSize [ 0 ] );
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- addGLSLDefineToPool (pool," NBL_GLSL_LIMIT_MAX_FRAGMENT_DENSITY_TEXEL_SIZE_Y" ,m_properties.limits .maxFragmentDensityTexelSize [ 1 ] );
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+ addGLSLDefineToPool (pool," NBL_GLSL_LIMIT_MIN_FRAGMENT_DENSITY_TEXEL_SIZE_X" ,m_properties.limits .minFragmentDensityTexelSize . width );
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+ addGLSLDefineToPool (pool," NBL_GLSL_LIMIT_MIN_FRAGMENT_DENSITY_TEXEL_SIZE_Y" ,m_properties.limits .minFragmentDensityTexelSize . height );
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+ addGLSLDefineToPool (pool," NBL_GLSL_LIMIT_MAX_FRAGMENT_DENSITY_TEXEL_SIZE_X" ,m_properties.limits .maxFragmentDensityTexelSize . width );
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+ addGLSLDefineToPool (pool, " NBL_GLSL_LIMIT_MAX_FRAGMENT_DENSITY_TEXEL_SIZE_Y" ,m_properties.limits .maxFragmentDensityTexelSize . height );
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if (m_properties.limits .fragmentDensityInvocations ) addGLSLDefineToPool (pool," NBL_GLSL_LIMIT_FRAGMENT_DENSITY_INVOCATIONS" );
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if (m_properties.limits .subsampledLoads ) addGLSLDefineToPool (pool," NBL_GLSL_LIMIT_SUBSAMPLED_LOADS" );
@@ -286,7 +286,7 @@ void IPhysicalDevice::addCommonGLSLDefines(std::ostringstream& pool, const bool
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addGLSLDefineToPool (pool," NBL_GLSL_LIMIT_MAX_RAY_DISPATCH_INVOCATION_COUNT" ,m_properties.limits .maxRayDispatchInvocationCount );
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addGLSLDefineToPool (pool," NBL_GLSL_LIMIT_SHADER_GROUP_HANDLE_ALIGNMENT" ,m_properties.limits .shaderGroupHandleAlignment );
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addGLSLDefineToPool (pool," NBL_GLSL_LIMIT_MAX_RAY_HIT_ATTRIBUTE_SIZE" ,m_properties.limits .maxRayHitAttributeSize );
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- // core::bitflag<asset::IShader::E_SHADER_STAGE> cooperativeMatrixSupportedStages = asset::IShader::ESS_UNKNOWN ;
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+ addGLSLDefineToPool (pool, " NBL_GLSL_LIMIT_COOPERATIVE_MATRIX_SUPPORTED_STAGES " ,m_properties. limits . cooperativeMatrixSupportedStages . value ) ;
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if (m_properties.limits .shaderOutputViewportIndex ) addGLSLDefineToPool (pool," NBL_GLSL_LIMIT_SHADER_OUTPUT_VIEWPORT_INDEX" );
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if (m_properties.limits .shaderOutputLayer ) addGLSLDefineToPool (pool," NBL_GLSL_LIMIT_SHADER_OUTPUT_LAYER" );
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