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So they are not exposed through the introspection API. It is worth to note that the number of hidden uniforms of GLSL linking vs SPIR-V linking would be somewhat different due the differen order of the nir lowerings/optimizations. For example: gl_FbWposYTransform. This is introduced as part of nir_lower_wpos_ytransform. On GLSL that is executed after the IR-based linking. So that means that on GLSL the UniformStorage will not include this uniform. With the SPIR-V linking, that uniform is already present, but marked as hidden. So it will be included on the UniformStorage, but as hidden. One alternative would create a special how_declared for that case, but seemed an overkill. Using hidden should be ok as far as it is used properly. Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com> |
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| .. | ||
| glsl | ||
| nir | ||
| spirv | ||
| .gitignore | ||
| Android.glsl.gen.mk | ||
| Android.glsl.mk | ||
| Android.mk | ||
| Android.nir.gen.mk | ||
| Android.nir.mk | ||
| blob.c | ||
| blob.h | ||
| builtin_type_macros.h | ||
| glsl_types.cpp | ||
| glsl_types.h | ||
| Makefile.am | ||
| Makefile.glsl.am | ||
| Makefile.nir.am | ||
| Makefile.sources | ||
| Makefile.spirv.am | ||
| meson.build | ||
| nir_types.cpp | ||
| nir_types.h | ||
| SConscript | ||
| SConscript.glsl | ||
| SConscript.nir | ||
| SConscript.spirv | ||
| shader_enums.c | ||
| shader_enums.h | ||
| shader_info.h | ||