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Add remaining limits & fix naming bugs
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-27
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1 file changed

+27
-27
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src/nbl/video/IPhysicalDevice.cpp

Lines changed: 27 additions & 27 deletions
Original file line numberDiff line numberDiff line change
@@ -79,7 +79,7 @@ void IPhysicalDevice::addCommonGLSLDefines(std::ostringstream& pool, const bool
7979
addGLSLDefineToPool(pool,"NBL_GLSL_LIMIT_VIEWPORT_BOUNDS_RANGE",m_properties.limits.viewportBoundsRange[0]);
8080
addGLSLDefineToPool(pool,"NBL_GLSL_LIMIT_VIEWPORT_BOUNDS_RANGE",m_properties.limits.viewportBoundsRange[1]);
8181

82-
addGLSLDefineToPool(pool,"NBL_GLSL_LIMIT_VIEWPORT_SUB_PIXEL-BITS",m_properties.limits.viewportSubPixelBits);
82+
addGLSLDefineToPool(pool,"NBL_GLSL_LIMIT_VIEWPORT_SUB_PIXEL_BITS",m_properties.limits.viewportSubPixelBits);
8383
addGLSLDefineToPool(pool,"NBL_GLSL_LIMIT_MIN_MEMORY_MAP_ALIGNMENT",m_properties.limits.minMemoryMapAlignment);
8484
addGLSLDefineToPool(pool,"NBL_GLSL_LIMIT_BUFFER_VIEW_ALIGNMENT",m_properties.limits.bufferViewAlignment);
8585
addGLSLDefineToPool(pool,"NBL_GLSL_LIMIT_MIN_UBO_ALIGNMENT",m_properties.limits.minUBOAlignment);
@@ -93,16 +93,16 @@ void IPhysicalDevice::addCommonGLSLDefines(std::ostringstream& pool, const bool
9393
addGLSLDefineToPool(pool,"NBL_GLSL_LIMIT_MAX_FRAMEBUFFER_WIDTH",m_properties.limits.maxFramebufferWidth);
9494
addGLSLDefineToPool(pool,"NBL_GLSL_LIMIT_MAX_FRAMEBUFFER_HEIGHT",m_properties.limits.maxFramebufferHeight);
9595
addGLSLDefineToPool(pool,"NBL_GLSL_LIMIT_MAX_FRAMEBUFFER_LAYERS",m_properties.limits.maxFramebufferLayers);
96-
addGLSLDefineToPool(pool,"NBL_GLSL_FRAMEBUFFER_COLOR_SAMPLE_COUNTS",m_properties.limits.framebufferColorSampleCounts.value);
97-
addGLSLDefineToPool(pool,"NBL_GLSL_FRAMEBUFFER_DEPTH_SAMPLE_COUNTS",m_properties.limits.framebufferDepthSampleCounts.value);
98-
addGLSLDefineToPool(pool,"NBL_GLSL_FRAMEBUFFER_STENCIL_SAMPLE_COUNTS",m_properties.limits.framebufferStencilSampleCounts.value);
99-
addGLSLDefineToPool(pool,"NBL_GLSL_FRAMEBUFFER_NO_ATTACHMENTS_SAMPLE_COUNTS",m_properties.limits.framebufferNoAttachmentsSampleCounts.value);
96+
addGLSLDefineToPool(pool,"NBL_GLSL_LIMIT_FRAMEBUFFER_COLOR_SAMPLE_COUNTS",m_properties.limits.framebufferColorSampleCounts.value);
97+
addGLSLDefineToPool(pool,"NBL_GLSL_LIMIT_FRAMEBUFFER_DEPTH_SAMPLE_COUNTS",m_properties.limits.framebufferDepthSampleCounts.value);
98+
addGLSLDefineToPool(pool,"NBL_GLSL_LIMIT_FRAMEBUFFER_STENCIL_SAMPLE_COUNTS",m_properties.limits.framebufferStencilSampleCounts.value);
99+
addGLSLDefineToPool(pool,"NBL_GLSL_LIMIT_FRAMEBUFFER_NO_ATTACHMENTS_SAMPLE_COUNTS",m_properties.limits.framebufferNoAttachmentsSampleCounts.value);
100100
addGLSLDefineToPool(pool,"NBL_GLSL_LIMIT_MAX_COLOR_ATTACHMENTS",m_properties.limits.maxColorAttachments);
101-
addGLSLDefineToPool(pool,"NBL_GLSL_NBL_GLSL_SAMPLED_IMAGE_COLOR_SAMPLE_COUNTS",m_properties.limits.sampledImageColorSampleCounts.value);
102-
addGLSLDefineToPool(pool,"NBL_GLSL_NBL_GLSL_SAMPLED_IMAGE_INTEGER_SAMPLE_COUNTS",m_properties.limits.sampledImageIntegerSampleCounts.value);
103-
addGLSLDefineToPool(pool,"NBL_GLSL_NBL_GLSL_SAMPLED_IMAGE_DEPTH_SAMPLE_COUNTS",m_properties.limits.sampledImageDepthSampleCounts.value);
104-
addGLSLDefineToPool(pool,"NBL_GLSL_NBL_GLSL_SAMPLED_IMAGE_STENCIL_SAMPLE_COUNTS",m_properties.limits.sampledImageStencilSampleCounts.value);
105-
addGLSLDefineToPool(pool,"NBL_GLSL_NBL_GLSL_STORAGE_IMAGE_SAMPLE_COUNTS",m_properties.limits.storageImageSampleCounts.value);
101+
addGLSLDefineToPool(pool,"NBL_GLSL_LIMIT_SAMPLED_IMAGE_COLOR_SAMPLE_COUNTS",m_properties.limits.sampledImageColorSampleCounts.value);
102+
addGLSLDefineToPool(pool,"NBL_GLSL_LIMIT_SAMPLED_IMAGE_INTEGER_SAMPLE_COUNTS",m_properties.limits.sampledImageIntegerSampleCounts.value);
103+
addGLSLDefineToPool(pool,"NBL_GLSL_LIMIT_SAMPLED_IMAGE_DEPTH_SAMPLE_COUNTS",m_properties.limits.sampledImageDepthSampleCounts.value);
104+
addGLSLDefineToPool(pool,"NBL_GLSL_LIMIT_SAMPLED_IMAGE_STENCIL_SAMPLE_COUNTS",m_properties.limits.sampledImageStencilSampleCounts.value);
105+
addGLSLDefineToPool(pool,"NBL_GLSL_LIMIT_STORAGE_IMAGE_SAMPLE_COUNTS",m_properties.limits.storageImageSampleCounts.value);
106106
addGLSLDefineToPool(pool,"NBL_GLSL_LIMIT_MAX_SAMPLE_MASK_WORDS",m_properties.limits.maxSampleMaskWords);
107107
addGLSLDefineToPool(pool,"NBL_GLSL_LIMIT_TIMESTAMP_COMPUTE_AND_GRAPHICS",m_properties.limits.timestampComputeAndGraphics);
108108
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
137137
if (m_properties.limits.shaderSubgroupQuad) addGLSLDefineToPool(pool,"NBL_GLSL_LIMIT_SHADER_SUBGROUP_QUAD");
138138
if (m_properties.limits.shaderSubgroupQuadAllStages) addGLSLDefineToPool(pool,"NBL_GLSL_LIMIT_SHADER_SUBGROUP_QUAD_ALL_STAGES");
139139

140-
// E_POINT_CLIPPING_BEHAVIOR pointClippingBehavior = EPCB_USER_CLIP_PLANES_ONLY;
140+
addGLSLDefineToPool(pool,"NBL_GLSL_LIMIT_POINT_CLIPPING_BEHAVIOR",(uint32_t)m_properties.limits.pointClippingBehavior);
141141

142142
addGLSLDefineToPool(pool,"NBL_GLSL_LIMIT_MAX_PER_SET_DESCRIPTORS",m_properties.limits.maxPerSetDescriptors);
143143
addGLSLDefineToPool(pool,"NBL_GLSL_LIMIT_MAX_MEMORY_ALLOCATION_SIZE",m_properties.limits.maxMemoryAllocationSize);
144144

145-
// E_TRI_BOOLEAN shaderSignedZeroInfNanPreserveFloat16 = ETB_DONT_KNOW;
146-
// E_TRI_BOOLEAN shaderSignedZeroInfNanPreserveFloat32 = ETB_DONT_KNOW;
147-
// E_TRI_BOOLEAN shaderSignedZeroInfNanPreserveFloat64 = ETB_DONT_KNOW;
148-
// E_TRI_BOOLEAN shaderDenormPreserveFloat16 = ETB_DONT_KNOW;
149-
// E_TRI_BOOLEAN shaderDenormPreserveFloat32 = ETB_DONT_KNOW;
150-
// E_TRI_BOOLEAN shaderDenormPreserveFloat64 = ETB_DONT_KNOW;
151-
// E_TRI_BOOLEAN shaderDenormFlushToZeroFloat16 = ETB_DONT_KNOW;
152-
// E_TRI_BOOLEAN shaderDenormFlushToZeroFloat32 = ETB_DONT_KNOW;
153-
// E_TRI_BOOLEAN shaderDenormFlushToZeroFloat64 = ETB_DONT_KNOW;
154-
// E_TRI_BOOLEAN shaderRoundingModeRTEFloat16 = ETB_DONT_KNOW;
155-
// E_TRI_BOOLEAN shaderRoundingModeRTEFloat32 = ETB_DONT_KNOW;
156-
// E_TRI_BOOLEAN shaderRoundingModeRTEFloat64 = ETB_DONT_KNOW;
157-
// E_TRI_BOOLEAN shaderRoundingModeRTZFloat16 = ETB_DONT_KNOW;
158-
// E_TRI_BOOLEAN shaderRoundingModeRTZFloat32 = ETB_DONT_KNOW;
159-
// E_TRI_BOOLEAN shaderRoundingModeRTZFloat64 = ETB_DONT_KNOW;
145+
addGLSLDefineToPool(pool,"NBL_GLSL_LIMIT_SHADER_SIGNED_ZERO_INF_NAN_PRESERVE_FLOAT16",(uint32_t)m_properties.limits.shaderSignedZeroInfNanPreserveFloat16);
146+
addGLSLDefineToPool(pool,"NBL_GLSL_LIMIT_SHADER_SIGNED_ZERO_INF_NAN_PRESERVE_FLOAT32",(uint32_t)m_properties.limits.shaderSignedZeroInfNanPreserveFloat32);
147+
addGLSLDefineToPool(pool,"NBL_GLSL_LIMIT_SHADER_SIGNED_ZERO_INF_NAN_PRESERVE_FLOAT64",(uint32_t)m_properties.limits.shaderSignedZeroInfNanPreserveFloat64);
148+
addGLSLDefineToPool(pool,"NBL_GLSL_LIMIT_SHADER_DENORM_PRESERVE_FLOAT16",(uint32_t)m_properties.limits.shaderDenormPreserveFloat16);
149+
addGLSLDefineToPool(pool,"NBL_GLSL_LIMIT_SHADER_DENORM_PRESERVE_FLOAT32",(uint32_t)m_properties.limits.shaderDenormPreserveFloat32);
150+
addGLSLDefineToPool(pool,"NBL_GLSL_LIMIT_SHADER_DENORM_PRESERVE_FLOAT64",(uint32_t)m_properties.limits.shaderDenormPreserveFloat64);
151+
addGLSLDefineToPool(pool,"NBL_GLSL_LIMIT_SHADER_DENORM_FLUSH_TO_ZERO_FLOAT16",(uint32_t)m_properties.limits.shaderDenormFlushToZeroFloat16);
152+
addGLSLDefineToPool(pool,"NBL_GLSL_LIMIT_SHADER_DENORM_FLUSH_TO_ZERO_FLOAT32",(uint32_t)m_properties.limits.shaderDenormFlushToZeroFloat32);
153+
addGLSLDefineToPool(pool,"NBL_GLSL_LIMIT_SHADER_DENORM_FLUSH_TO_ZERO_FLOAT64",(uint32_t)m_properties.limits.shaderDenormFlushToZeroFloat64);
154+
addGLSLDefineToPool(pool,"NBL_GLSL_LIMIT_SHADER_ROUNDING_MODE_RTE_FLOAT16",(uint32_t)m_properties.limits.shaderRoundingModeRTEFloat16);
155+
addGLSLDefineToPool(pool,"NBL_GLSL_LIMIT_SHADER_ROUNDING_MODE_RTE_FLOAT32",(uint32_t)m_properties.limits.shaderRoundingModeRTEFloat32);
156+
addGLSLDefineToPool(pool,"NBL_GLSL_LIMIT_SHADER_ROUNDING_MODE_RTE_FLOAT64",(uint32_t)m_properties.limits.shaderRoundingModeRTEFloat64);
157+
addGLSLDefineToPool(pool,"NBL_GLSL_LIMIT_SHADER_ROUNDING_MODE_RTZ_FLOAT16",(uint32_t)m_properties.limits.shaderRoundingModeRTZFloat16);
158+
addGLSLDefineToPool(pool,"NBL_GLSL_LIMIT_SHADER_ROUNDING_MODE_RTZ_FLOAT32",(uint32_t)m_properties.limits.shaderRoundingModeRTZFloat32);
159+
addGLSLDefineToPool(pool,"NBL_GLSL_LIMIT_SHADER_ROUNDING_MODE_RTZ_FLOAT64",(uint32_t)m_properties.limits.shaderRoundingModeRTZFloat64);
160160

161161
addGLSLDefineToPool(pool,"NBL_GLSL_LIMIT_MAX_PER_STAGE_DESCRIPTOR_UPDATE_AFTER_BIND_SAMPLERS",m_properties.limits.maxPerStageDescriptorUpdateAfterBindSamplers);
162162
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
318318
if (m_properties.limits.allowCommandBufferQueryCopies) addGLSLDefineToPool(pool,"NBL_GLSL_LIMIT_ALLOW_COMMAND_BUFFER_QUERY_COPIES");
319319
addGLSLDefineToPool(pool,"NBL_GLSL_LIMIT_MAX_OPTIMALLY_RESIDENT_WORKGROUP_INVOCATIONS",m_properties.limits.maxOptimallyResidentWorkgroupInvocations);
320320
addGLSLDefineToPool(pool,"NBL_GLSL_LIMIT_MAX_RESIDENT_INVOCATIONS",m_properties.limits.maxResidentInvocations);
321-
// asset::IGLSLCompiler::E_SPIRV_VERSION spirvVersion;
321+
addGLSLDefineToPool(pool,"NBL_GLSL_LIMIT_SPIRV_VERSION",(uint32_t)m_properties.limits.spirvVersion);
322322

323323

324324
// TODO: @achal test examples 14 and 48 on all APIs and GPUs

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