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internal/cmd/convertshaders: parallelize compilation
Signed-off-by: Egon Elbre <egonelbre@gmail.com>
This commit is contained in:
@@ -0,0 +1,249 @@
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// SPDX-License-Identifier: Unlicense OR MIT
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package main
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import (
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"encoding/json"
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"fmt"
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"io/ioutil"
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"os/exec"
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"path/filepath"
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"sort"
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"strings"
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"gioui.org/gpu/backend"
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)
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// GLSLCC is a shader cross-compilation tool.
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type GLSLCC struct {
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Bin string
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IncludeDir string
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WorkDir WorkDir
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}
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func NewGLSLCC() *GLSLCC { return &GLSLCC{Bin: "glslcc"} }
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// Metadata contains reflection data about the shader.
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type Metadata struct {
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Uniforms backend.UniformsReflection
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Inputs []backend.InputLocation
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Textures []backend.TextureBinding
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StorageBuffers []backend.StorageBufferBinding
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}
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// Convert converts input data to the target shader.
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func (glslcc *GLSLCC) Convert(path, variant string, input []byte, lang, profile string) (_ string, _ Metadata, err error) {
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base := glslcc.WorkDir.Path(filepath.Base(path), variant, lang, profile)
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pathin := base + ".in"
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pathout := base + ".out"
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reflectout := base + ".json"
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if err := glslcc.WorkDir.WriteFile(pathin, input); err != nil {
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return "", Metadata{}, fmt.Errorf("unable to write shader to disk: %w", err)
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}
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var progFlag, progSuffix string
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switch filepath.Ext(path) {
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case ".vert":
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progFlag = "--vert"
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progSuffix = "vs"
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case ".frag":
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progFlag = "--frag"
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progSuffix = "fs"
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case ".comp":
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progFlag = "--compute"
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progSuffix = "cs"
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default:
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return "", Metadata{}, fmt.Errorf("unrecognized shader type: %q", path)
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}
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cmd := exec.Command(glslcc.Bin,
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"--silent",
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"--optimize",
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"--include-dirs", glslcc.IncludeDir,
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"--reflect="+reflectout,
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"--output", pathout,
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"--lang", lang,
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"--profile", profile,
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progFlag, pathin,
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)
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if lang == "hlsl" {
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cmd.Args = append(cmd.Args, "--defines=HLSL")
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}
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output, err := cmd.Output()
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if err != nil {
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return "", Metadata{}, fmt.Errorf("%s\nfailed to run %v: %w", output, cmd.Args, err)
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}
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// glslcc modifies the output path
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p := strings.IndexByte(pathout, '.')
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pathout = pathout[:p] + "_" + progSuffix + pathout[p:]
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shader, err := ioutil.ReadFile(pathout)
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if err != nil {
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return "", Metadata{}, fmt.Errorf("missing shader output %q: %w", pathout, err)
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}
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reflectdata, err := ioutil.ReadFile(reflectout)
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if err != nil {
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return "", Metadata{}, fmt.Errorf("missing reflection output %q: %w", pathout, err)
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}
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metadata, err := glslcc.parseReflection(reflectdata)
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if err != nil {
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return "", Metadata{}, fmt.Errorf("invalid reflection output %q: %w", reflectout, err)
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}
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return string(shader), metadata, nil
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}
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// parseReflection parses glslcc -reflect output.
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func (glslcc *GLSLCC) parseReflection(jsonData []byte) (Metadata, error) {
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type (
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Input struct {
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ID int `json:"id"`
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Name string `json:"name"`
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Location int `json:"location"`
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Semantic string `json:"semantic"`
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SemanticIndex int `json:"semantic_index"`
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Type string `json:"type"`
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}
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UniformMember struct {
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Name string `json:"name"`
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Type string `json:"type"`
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Offset int `json:"offset"`
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Size int `json:"size"`
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}
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UniformBuffer struct {
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ID int `json:"id"`
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Name string `json:"name"`
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Set int `json:"set"`
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Binding int `json:"binding"`
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Size int `json:"block_size"`
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Members []UniformMember `json:"members"`
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}
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Texture struct {
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ID int `json:"id"`
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Name string `json:"name"`
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Set int `json:"set"`
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Binding int `json:"binding"`
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Dimension string `json:"dimension"`
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Format string `json:"format"`
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}
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StorageBuffer struct {
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ID int `json:"id"`
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Name string `json:"name"`
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Set int `json:"set"`
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Binding int `json:"binding"`
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BlockSize int `json:"block_size"`
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}
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Shader struct {
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Inputs []Input `json:"inputs"`
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UniformBuffers []UniformBuffer `json:"uniform_buffers"`
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Textures []Texture `json:"textures"`
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StorageBuffers []StorageBuffer `json:"storage_buffers"`
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}
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ReflectMetadata struct {
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VS Shader `json:"vs"`
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FS Shader `json:"fs"`
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CS Shader `json:"cs"`
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}
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)
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var info Metadata
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var reflect ReflectMetadata
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if err := json.Unmarshal(jsonData, &reflect); err != nil {
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return info, fmt.Errorf("parseReflection: %v", err)
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}
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inputRef := reflect.VS.Inputs
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for _, input := range inputRef {
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dataType, dataSize, err := parseDataType(input.Type)
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if err != nil {
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return info, fmt.Errorf("parseReflection: %v", err)
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}
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info.Inputs = append(info.Inputs, backend.InputLocation{
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Name: input.Name,
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Location: input.Location,
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Semantic: input.Semantic,
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SemanticIndex: input.SemanticIndex,
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Type: dataType,
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Size: dataSize,
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})
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}
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sort.Slice(info.Inputs, func(i, j int) bool {
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return info.Inputs[i].Location < info.Inputs[j].Location
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})
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shaderBlocks := reflect.VS.UniformBuffers
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if len(shaderBlocks) == 0 {
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shaderBlocks = reflect.FS.UniformBuffers
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}
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blockOffset := 0
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for _, block := range shaderBlocks {
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info.Uniforms.Blocks = append(info.Uniforms.Blocks, backend.UniformBlock{
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Name: block.Name,
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Binding: block.Binding,
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})
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for _, member := range block.Members {
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dataType, size, err := parseDataType(member.Type)
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if err != nil {
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return info, fmt.Errorf("parseReflection: %v", err)
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}
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info.Uniforms.Locations = append(info.Uniforms.Locations, backend.UniformLocation{
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// Synthetic name generated by glslcc.
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Name: fmt.Sprintf("_%d.%s", block.ID, member.Name),
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Type: dataType,
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Size: size,
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Offset: blockOffset + member.Offset,
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})
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}
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blockOffset += block.Size
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}
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info.Uniforms.Size = blockOffset
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textures := reflect.VS.Textures
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if len(textures) == 0 {
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textures = reflect.FS.Textures
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}
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for _, texture := range textures {
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info.Textures = append(info.Textures, backend.TextureBinding{
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Name: texture.Name,
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Binding: texture.Binding,
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})
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}
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for _, sb := range reflect.CS.StorageBuffers {
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info.StorageBuffers = append(info.StorageBuffers, backend.StorageBufferBinding{
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Binding: sb.Binding,
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BlockSize: sb.BlockSize,
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})
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}
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return info, nil
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}
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func parseDataType(t string) (backend.DataType, int, error) {
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switch t {
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case "float":
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return backend.DataTypeFloat, 1, nil
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case "float2":
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return backend.DataTypeFloat, 2, nil
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case "float3":
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return backend.DataTypeFloat, 3, nil
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case "float4":
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return backend.DataTypeFloat, 4, nil
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case "int":
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return backend.DataTypeInt, 1, nil
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case "int2":
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return backend.DataTypeInt, 2, nil
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case "int3":
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return backend.DataTypeInt, 3, nil
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case "int4":
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return backend.DataTypeInt, 4, nil
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default:
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return 0, 0, fmt.Errorf("unsupported input data type: %s", t)
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}
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}
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