preserve uniform names in SPIRV->GLSL compile because they are requir…#15
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jeske wants to merge 2 commits into
Open
preserve uniform names in SPIRV->GLSL compile because they are requir…#15jeske wants to merge 2 commits into
jeske wants to merge 2 commits into
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…ed for precompiled GLSL shaders to work
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…h, so yes they are fixed, this test assures they stay fixed)
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This fixes: veldrid#8
In order to use precompiled GLSL shaders, uniform names must be preserved into GLSL shader cross compiles, because the veldrid GLSL path uses name lookups to bind GLSL uniforms.
Prior to this fix glsl uniform names were renamed during debug shader compilation and lost during non-debug shader compilation.
This patch fixes both issues, by:
Test summary: total: 85, failed: 0, succeeded: 85, skipped: 0, duration: 36.9sAs far as I can tell, Veldrid:OpenGL only worked if you were willing to ship Veldrid.SPIRV into your runtime and use it to compile vulkan->SPIRV->glsl at runtime. There is no binary for SPIRV for mobile arm, and it's pretty unnecessary. It's also important to support precompiled shader users.
I found this bug while building a Veldrid backend for SilkyNvg that precompiles shaders to avoid shipping Veldrid.SPIRV, both because i dont want a SPIRV compiler dependency for a 2d vector drawling library, and because we run on android-vulkan, (and soon android-gles, and ios-metal)