@@ -79,7 +79,7 @@ void IPhysicalDevice::addCommonGLSLDefines(std::ostringstream& pool, const bool
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addGLSLDefineToPool (pool," NBL_GLSL_LIMIT_VIEWPORT_BOUNDS_RANGE" ,m_properties.limits .viewportBoundsRange [0 ]);
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addGLSLDefineToPool (pool," NBL_GLSL_LIMIT_VIEWPORT_BOUNDS_RANGE" ,m_properties.limits .viewportBoundsRange [1 ]);
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- addGLSLDefineToPool (pool," NBL_GLSL_LIMIT_VIEWPORT_SUB_PIXEL-BITS " ,m_properties.limits .viewportSubPixelBits );
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+ addGLSLDefineToPool (pool," NBL_GLSL_LIMIT_VIEWPORT_SUB_PIXEL_BITS " ,m_properties.limits .viewportSubPixelBits );
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addGLSLDefineToPool (pool," NBL_GLSL_LIMIT_MIN_MEMORY_MAP_ALIGNMENT" ,m_properties.limits .minMemoryMapAlignment );
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addGLSLDefineToPool (pool," NBL_GLSL_LIMIT_BUFFER_VIEW_ALIGNMENT" ,m_properties.limits .bufferViewAlignment );
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addGLSLDefineToPool (pool," NBL_GLSL_LIMIT_MIN_UBO_ALIGNMENT" ,m_properties.limits .minUBOAlignment );
@@ -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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- 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_FRAMEBUFFER_COLOR_SAMPLE_COUNTS " ,m_properties.limits .framebufferColorSampleCounts .value );
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+ addGLSLDefineToPool (pool," NBL_GLSL_LIMIT_FRAMEBUFFER_DEPTH_SAMPLE_COUNTS " ,m_properties.limits .framebufferDepthSampleCounts .value );
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+ addGLSLDefineToPool (pool," NBL_GLSL_LIMIT_FRAMEBUFFER_STENCIL_SAMPLE_COUNTS " ,m_properties.limits .framebufferStencilSampleCounts .value );
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+ addGLSLDefineToPool (pool," NBL_GLSL_LIMIT_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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- 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_SAMPLED_IMAGE_COLOR_SAMPLE_COUNTS " ,m_properties.limits .sampledImageColorSampleCounts .value );
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+ addGLSLDefineToPool (pool," NBL_GLSL_LIMIT_SAMPLED_IMAGE_INTEGER_SAMPLE_COUNTS " ,m_properties.limits .sampledImageIntegerSampleCounts .value );
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+ addGLSLDefineToPool (pool," NBL_GLSL_LIMIT_SAMPLED_IMAGE_DEPTH_SAMPLE_COUNTS " ,m_properties.limits .sampledImageDepthSampleCounts .value );
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+ addGLSLDefineToPool (pool," NBL_GLSL_LIMIT_SAMPLED_IMAGE_STENCIL_SAMPLE_COUNTS " ,m_properties.limits .sampledImageStencilSampleCounts .value );
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+ addGLSLDefineToPool (pool," NBL_GLSL_LIMIT_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 );
@@ -137,26 +137,26 @@ void IPhysicalDevice::addCommonGLSLDefines(std::ostringstream& pool, const bool
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if (m_properties.limits .shaderSubgroupQuad ) addGLSLDefineToPool (pool," NBL_GLSL_LIMIT_SHADER_SUBGROUP_QUAD" );
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if (m_properties.limits .shaderSubgroupQuadAllStages ) addGLSLDefineToPool (pool," NBL_GLSL_LIMIT_SHADER_SUBGROUP_QUAD_ALL_STAGES" );
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- // E_POINT_CLIPPING_BEHAVIOR pointClippingBehavior = EPCB_USER_CLIP_PLANES_ONLY ;
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+ addGLSLDefineToPool (pool, " NBL_GLSL_LIMIT_POINT_CLIPPING_BEHAVIOR " ,( uint32_t )m_properties. limits . pointClippingBehavior ) ;
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addGLSLDefineToPool (pool," NBL_GLSL_LIMIT_MAX_PER_SET_DESCRIPTORS" ,m_properties.limits .maxPerSetDescriptors );
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addGLSLDefineToPool (pool," NBL_GLSL_LIMIT_MAX_MEMORY_ALLOCATION_SIZE" ,m_properties.limits .maxMemoryAllocationSize );
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- // E_TRI_BOOLEAN shaderSignedZeroInfNanPreserveFloat16 = ETB_DONT_KNOW ;
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- // E_TRI_BOOLEAN shaderSignedZeroInfNanPreserveFloat32 = ETB_DONT_KNOW ;
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- // E_TRI_BOOLEAN shaderSignedZeroInfNanPreserveFloat64 = ETB_DONT_KNOW ;
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- // E_TRI_BOOLEAN shaderDenormPreserveFloat16 = ETB_DONT_KNOW ;
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- // E_TRI_BOOLEAN shaderDenormPreserveFloat32 = ETB_DONT_KNOW ;
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- // E_TRI_BOOLEAN shaderDenormPreserveFloat64 = ETB_DONT_KNOW ;
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- // E_TRI_BOOLEAN shaderDenormFlushToZeroFloat16 = ETB_DONT_KNOW ;
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- // E_TRI_BOOLEAN shaderDenormFlushToZeroFloat32 = ETB_DONT_KNOW ;
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- // E_TRI_BOOLEAN shaderDenormFlushToZeroFloat64 = ETB_DONT_KNOW ;
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- // E_TRI_BOOLEAN shaderRoundingModeRTEFloat16 = ETB_DONT_KNOW ;
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- // E_TRI_BOOLEAN shaderRoundingModeRTEFloat32 = ETB_DONT_KNOW ;
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- // E_TRI_BOOLEAN shaderRoundingModeRTEFloat64 = ETB_DONT_KNOW ;
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- // E_TRI_BOOLEAN shaderRoundingModeRTZFloat16 = ETB_DONT_KNOW ;
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- // E_TRI_BOOLEAN shaderRoundingModeRTZFloat32 = ETB_DONT_KNOW ;
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- // E_TRI_BOOLEAN shaderRoundingModeRTZFloat64 = ETB_DONT_KNOW ;
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+ addGLSLDefineToPool (pool, " NBL_GLSL_LIMIT_SHADER_SIGNED_ZERO_INF_NAN_PRESERVE_FLOAT16 " ,( uint32_t )m_properties. limits . shaderSignedZeroInfNanPreserveFloat16 ) ;
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+ addGLSLDefineToPool (pool, " NBL_GLSL_LIMIT_SHADER_SIGNED_ZERO_INF_NAN_PRESERVE_FLOAT32 " ,( uint32_t )m_properties. limits . shaderSignedZeroInfNanPreserveFloat32 ) ;
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+ addGLSLDefineToPool (pool, " NBL_GLSL_LIMIT_SHADER_SIGNED_ZERO_INF_NAN_PRESERVE_FLOAT64 " ,( uint32_t )m_properties. limits . shaderSignedZeroInfNanPreserveFloat64 ) ;
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+ addGLSLDefineToPool (pool, " NBL_GLSL_LIMIT_SHADER_DENORM_PRESERVE_FLOAT16 " ,( uint32_t )m_properties. limits . shaderDenormPreserveFloat16 ) ;
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+ addGLSLDefineToPool (pool, " NBL_GLSL_LIMIT_SHADER_DENORM_PRESERVE_FLOAT32 " ,( uint32_t )m_properties. limits . shaderDenormPreserveFloat32 ) ;
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+ addGLSLDefineToPool (pool, " NBL_GLSL_LIMIT_SHADER_DENORM_PRESERVE_FLOAT64 " ,( uint32_t )m_properties. limits . shaderDenormPreserveFloat64 ) ;
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+ addGLSLDefineToPool (pool, " NBL_GLSL_LIMIT_SHADER_DENORM_FLUSH_TO_ZERO_FLOAT16 " ,( uint32_t )m_properties. limits . shaderDenormFlushToZeroFloat16 ) ;
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+ addGLSLDefineToPool (pool, " NBL_GLSL_LIMIT_SHADER_DENORM_FLUSH_TO_ZERO_FLOAT32 " ,( uint32_t )m_properties. limits . shaderDenormFlushToZeroFloat32 ) ;
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+ addGLSLDefineToPool (pool, " NBL_GLSL_LIMIT_SHADER_DENORM_FLUSH_TO_ZERO_FLOAT64 " ,( uint32_t )m_properties. limits . shaderDenormFlushToZeroFloat64 ) ;
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+ addGLSLDefineToPool (pool, " NBL_GLSL_LIMIT_SHADER_ROUNDING_MODE_RTE_FLOAT16 " ,( uint32_t )m_properties. limits . shaderRoundingModeRTEFloat16 ) ;
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+ addGLSLDefineToPool (pool, " NBL_GLSL_LIMIT_SHADER_ROUNDING_MODE_RTE_FLOAT32 " ,( uint32_t )m_properties. limits . shaderRoundingModeRTEFloat32 ) ;
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+ addGLSLDefineToPool (pool, " NBL_GLSL_LIMIT_SHADER_ROUNDING_MODE_RTE_FLOAT64 " ,( uint32_t )m_properties. limits . shaderRoundingModeRTEFloat64 ) ;
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+ addGLSLDefineToPool (pool, " NBL_GLSL_LIMIT_SHADER_ROUNDING_MODE_RTZ_FLOAT16 " ,( uint32_t )m_properties. limits . shaderRoundingModeRTZFloat16 ) ;
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+ addGLSLDefineToPool (pool, " NBL_GLSL_LIMIT_SHADER_ROUNDING_MODE_RTZ_FLOAT32 " ,( uint32_t )m_properties. limits . shaderRoundingModeRTZFloat32 ) ;
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+ addGLSLDefineToPool (pool, " NBL_GLSL_LIMIT_SHADER_ROUNDING_MODE_RTZ_FLOAT64 " ,( uint32_t )m_properties. limits . shaderRoundingModeRTZFloat64 ) ;
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addGLSLDefineToPool (pool," NBL_GLSL_LIMIT_MAX_PER_STAGE_DESCRIPTOR_UPDATE_AFTER_BIND_SAMPLERS" ,m_properties.limits .maxPerStageDescriptorUpdateAfterBindSamplers );
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addGLSLDefineToPool (pool," NBL_GLSL_LIMIT_MAX_UPDATE_AFTER_BIND_DESCRIPTORS_IN_ALL_POOLS" ,m_properties.limits .maxUpdateAfterBindDescriptorsInAllPools );
@@ -318,7 +318,7 @@ void IPhysicalDevice::addCommonGLSLDefines(std::ostringstream& pool, const bool
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if (m_properties.limits .allowCommandBufferQueryCopies ) addGLSLDefineToPool (pool," NBL_GLSL_LIMIT_ALLOW_COMMAND_BUFFER_QUERY_COPIES" );
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addGLSLDefineToPool (pool," NBL_GLSL_LIMIT_MAX_OPTIMALLY_RESIDENT_WORKGROUP_INVOCATIONS" ,m_properties.limits .maxOptimallyResidentWorkgroupInvocations );
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addGLSLDefineToPool (pool," NBL_GLSL_LIMIT_MAX_RESIDENT_INVOCATIONS" ,m_properties.limits .maxResidentInvocations );
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- // asset::IGLSLCompiler::E_SPIRV_VERSION spirvVersion;
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+ addGLSLDefineToPool (pool, " NBL_GLSL_LIMIT_SPIRV_VERSION " ,( uint32_t )m_properties. limits . spirvVersion ) ;
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// TODO: @achal test examples 14 and 48 on all APIs and GPUs
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