mirror of
https://github.com/baldurk/renderdoc.git
synced 2026-05-06 01:50:38 +00:00
Move reflection helper functions to spirv_common.h
This commit is contained in:
@@ -23,6 +23,7 @@
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******************************************************************************/
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#include "spirv_common.h"
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#include "api/replay/replay_enums.h"
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#include "common/common.h"
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#include "common/formatting.h"
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@@ -88,3 +89,98 @@ rdcspv::Iter &rdcspv::Iter::operator=(const Operation &op)
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return *this;
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}
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ShaderStage MakeShaderStage(rdcspv::ExecutionModel model)
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{
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switch(model)
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{
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case rdcspv::ExecutionModel::Vertex: return ShaderStage::Vertex;
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case rdcspv::ExecutionModel::TessellationControl: return ShaderStage::Tess_Control;
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case rdcspv::ExecutionModel::TessellationEvaluation: return ShaderStage::Tess_Eval;
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case rdcspv::ExecutionModel::Geometry: return ShaderStage::Geometry;
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case rdcspv::ExecutionModel::Fragment: return ShaderStage::Fragment;
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case rdcspv::ExecutionModel::GLCompute: return ShaderStage::Compute;
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case rdcspv::ExecutionModel::Kernel:
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case rdcspv::ExecutionModel::TaskNV:
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case rdcspv::ExecutionModel::MeshNV:
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case rdcspv::ExecutionModel::RayGenerationNV:
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case rdcspv::ExecutionModel::IntersectionNV:
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case rdcspv::ExecutionModel::AnyHitNV:
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case rdcspv::ExecutionModel::ClosestHitNV:
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case rdcspv::ExecutionModel::MissNV:
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case rdcspv::ExecutionModel::CallableNV:
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// all of these are currently unsupported
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break;
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case rdcspv::ExecutionModel::Invalid:
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case rdcspv::ExecutionModel::Max: break;
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}
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return ShaderStage::Count;
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}
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ShaderBuiltin MakeShaderBuiltin(ShaderStage stage, const rdcspv::BuiltIn el)
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{
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// not complete, might need to expand system attribute list
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switch(el)
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{
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case rdcspv::BuiltIn::Position: return ShaderBuiltin::Position;
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case rdcspv::BuiltIn::PointSize: return ShaderBuiltin::PointSize;
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case rdcspv::BuiltIn::ClipDistance: return ShaderBuiltin::ClipDistance;
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case rdcspv::BuiltIn::CullDistance: return ShaderBuiltin::CullDistance;
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case rdcspv::BuiltIn::VertexId: return ShaderBuiltin::VertexIndex;
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case rdcspv::BuiltIn::InstanceId: return ShaderBuiltin::InstanceIndex;
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case rdcspv::BuiltIn::PrimitiveId: return ShaderBuiltin::PrimitiveIndex;
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case rdcspv::BuiltIn::InvocationId:
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{
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if(stage == ShaderStage::Geometry)
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return ShaderBuiltin::GSInstanceIndex;
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else
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return ShaderBuiltin::OutputControlPointIndex;
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}
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case rdcspv::BuiltIn::Layer: return ShaderBuiltin::RTIndex;
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case rdcspv::BuiltIn::ViewportIndex: return ShaderBuiltin::ViewportIndex;
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case rdcspv::BuiltIn::TessLevelOuter: return ShaderBuiltin::OuterTessFactor;
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case rdcspv::BuiltIn::TessLevelInner: return ShaderBuiltin::InsideTessFactor;
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case rdcspv::BuiltIn::PatchVertices: return ShaderBuiltin::PatchNumVertices;
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case rdcspv::BuiltIn::FragCoord: return ShaderBuiltin::Position;
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case rdcspv::BuiltIn::FrontFacing: return ShaderBuiltin::IsFrontFace;
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case rdcspv::BuiltIn::SampleId: return ShaderBuiltin::MSAASampleIndex;
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case rdcspv::BuiltIn::SamplePosition: return ShaderBuiltin::MSAASamplePosition;
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case rdcspv::BuiltIn::SampleMask: return ShaderBuiltin::MSAACoverage;
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case rdcspv::BuiltIn::FragDepth: return ShaderBuiltin::DepthOutput;
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case rdcspv::BuiltIn::VertexIndex: return ShaderBuiltin::VertexIndex;
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case rdcspv::BuiltIn::InstanceIndex: return ShaderBuiltin::InstanceIndex;
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case rdcspv::BuiltIn::BaseVertex: return ShaderBuiltin::BaseVertex;
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case rdcspv::BuiltIn::BaseInstance: return ShaderBuiltin::BaseInstance;
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case rdcspv::BuiltIn::DrawIndex: return ShaderBuiltin::DrawIndex;
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case rdcspv::BuiltIn::ViewIndex: return ShaderBuiltin::ViewportIndex;
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case rdcspv::BuiltIn::FragStencilRefEXT: return ShaderBuiltin::StencilReference;
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case rdcspv::BuiltIn::NumWorkgroups: return ShaderBuiltin::DispatchSize;
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case rdcspv::BuiltIn::GlobalInvocationId: return ShaderBuiltin::DispatchThreadIndex;
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case rdcspv::BuiltIn::WorkgroupId: return ShaderBuiltin::GroupIndex;
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case rdcspv::BuiltIn::LocalInvocationIndex: return ShaderBuiltin::GroupFlatIndex;
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case rdcspv::BuiltIn::LocalInvocationId: return ShaderBuiltin::GroupThreadIndex;
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case rdcspv::BuiltIn::TessCoord: return ShaderBuiltin::DomainLocation;
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case rdcspv::BuiltIn::PointCoord: return ShaderBuiltin::PointCoord;
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case rdcspv::BuiltIn::HelperInvocation: return ShaderBuiltin::IsHelper;
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case rdcspv::BuiltIn::SubgroupSize: return ShaderBuiltin::SubgroupSize;
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case rdcspv::BuiltIn::NumSubgroups: return ShaderBuiltin::NumSubgroups;
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case rdcspv::BuiltIn::SubgroupId: return ShaderBuiltin::SubgroupIndexInWorkgroup;
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case rdcspv::BuiltIn::SubgroupLocalInvocationId: return ShaderBuiltin::IndexInSubgroup;
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case rdcspv::BuiltIn::SubgroupEqMask: return ShaderBuiltin::SubgroupEqualMask;
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case rdcspv::BuiltIn::SubgroupGeMask: return ShaderBuiltin::SubgroupGreaterEqualMask;
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case rdcspv::BuiltIn::SubgroupGtMask: return ShaderBuiltin::SubgroupGreaterMask;
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case rdcspv::BuiltIn::SubgroupLeMask: return ShaderBuiltin::SubgroupLessEqualMask;
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case rdcspv::BuiltIn::SubgroupLtMask: return ShaderBuiltin::SubgroupLessMask;
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case rdcspv::BuiltIn::DeviceIndex: return ShaderBuiltin::DeviceIndex;
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case rdcspv::BuiltIn::FullyCoveredEXT: return ShaderBuiltin::IsFullyCovered;
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case rdcspv::BuiltIn::FragSizeEXT: return ShaderBuiltin::FragAreaSize;
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case rdcspv::BuiltIn::FragInvocationCountEXT: return ShaderBuiltin::FragInvocationCount;
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default: break;
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}
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RDCWARN("Couldn't map SPIR-V built-in %s to known built-in", ToStr(el).c_str());
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return ShaderBuiltin::Undefined;
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}
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@@ -229,3 +229,9 @@ struct SpecConstant
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};
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DECLARE_STRINGISE_TYPE(rdcspv::Id);
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enum class ShaderStage : uint32_t;
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enum class ShaderBuiltin : uint32_t;
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ShaderStage MakeShaderStage(rdcspv::ExecutionModel model);
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ShaderBuiltin MakeShaderBuiltin(ShaderStage stage, const rdcspv::BuiltIn el);
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@@ -199,101 +199,6 @@ void AddXFBAnnotations(const ShaderReflection &refl, const SPIRVPatchData &patch
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}
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}
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static ShaderStage MakeShaderStage(rdcspv::ExecutionModel model)
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{
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switch(model)
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{
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case rdcspv::ExecutionModel::Vertex: return ShaderStage::Vertex;
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case rdcspv::ExecutionModel::TessellationControl: return ShaderStage::Tess_Control;
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case rdcspv::ExecutionModel::TessellationEvaluation: return ShaderStage::Tess_Eval;
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case rdcspv::ExecutionModel::Geometry: return ShaderStage::Geometry;
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case rdcspv::ExecutionModel::Fragment: return ShaderStage::Fragment;
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case rdcspv::ExecutionModel::GLCompute: return ShaderStage::Compute;
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case rdcspv::ExecutionModel::Kernel:
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case rdcspv::ExecutionModel::TaskNV:
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case rdcspv::ExecutionModel::MeshNV:
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case rdcspv::ExecutionModel::RayGenerationNV:
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case rdcspv::ExecutionModel::IntersectionNV:
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case rdcspv::ExecutionModel::AnyHitNV:
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case rdcspv::ExecutionModel::ClosestHitNV:
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case rdcspv::ExecutionModel::MissNV:
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case rdcspv::ExecutionModel::CallableNV:
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// all of these are currently unsupported
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break;
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case rdcspv::ExecutionModel::Invalid:
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case rdcspv::ExecutionModel::Max: break;
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}
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return ShaderStage::Count;
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}
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ShaderBuiltin MakeShaderBuiltin(ShaderStage stage, const rdcspv::BuiltIn el)
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{
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// not complete, might need to expand system attribute list
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switch(el)
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{
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case rdcspv::BuiltIn::Position: return ShaderBuiltin::Position;
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case rdcspv::BuiltIn::PointSize: return ShaderBuiltin::PointSize;
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case rdcspv::BuiltIn::ClipDistance: return ShaderBuiltin::ClipDistance;
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case rdcspv::BuiltIn::CullDistance: return ShaderBuiltin::CullDistance;
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case rdcspv::BuiltIn::VertexId: return ShaderBuiltin::VertexIndex;
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case rdcspv::BuiltIn::InstanceId: return ShaderBuiltin::InstanceIndex;
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case rdcspv::BuiltIn::PrimitiveId: return ShaderBuiltin::PrimitiveIndex;
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case rdcspv::BuiltIn::InvocationId:
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{
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if(stage == ShaderStage::Geometry)
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return ShaderBuiltin::GSInstanceIndex;
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else
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return ShaderBuiltin::OutputControlPointIndex;
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}
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case rdcspv::BuiltIn::Layer: return ShaderBuiltin::RTIndex;
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case rdcspv::BuiltIn::ViewportIndex: return ShaderBuiltin::ViewportIndex;
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case rdcspv::BuiltIn::TessLevelOuter: return ShaderBuiltin::OuterTessFactor;
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case rdcspv::BuiltIn::TessLevelInner: return ShaderBuiltin::InsideTessFactor;
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case rdcspv::BuiltIn::PatchVertices: return ShaderBuiltin::PatchNumVertices;
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case rdcspv::BuiltIn::FragCoord: return ShaderBuiltin::Position;
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case rdcspv::BuiltIn::FrontFacing: return ShaderBuiltin::IsFrontFace;
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case rdcspv::BuiltIn::SampleId: return ShaderBuiltin::MSAASampleIndex;
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case rdcspv::BuiltIn::SamplePosition: return ShaderBuiltin::MSAASamplePosition;
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case rdcspv::BuiltIn::SampleMask: return ShaderBuiltin::MSAACoverage;
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case rdcspv::BuiltIn::FragDepth: return ShaderBuiltin::DepthOutput;
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case rdcspv::BuiltIn::VertexIndex: return ShaderBuiltin::VertexIndex;
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case rdcspv::BuiltIn::InstanceIndex: return ShaderBuiltin::InstanceIndex;
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case rdcspv::BuiltIn::BaseVertex: return ShaderBuiltin::BaseVertex;
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case rdcspv::BuiltIn::BaseInstance: return ShaderBuiltin::BaseInstance;
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case rdcspv::BuiltIn::DrawIndex: return ShaderBuiltin::DrawIndex;
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case rdcspv::BuiltIn::ViewIndex: return ShaderBuiltin::ViewportIndex;
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case rdcspv::BuiltIn::FragStencilRefEXT: return ShaderBuiltin::StencilReference;
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case rdcspv::BuiltIn::NumWorkgroups: return ShaderBuiltin::DispatchSize;
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case rdcspv::BuiltIn::GlobalInvocationId: return ShaderBuiltin::DispatchThreadIndex;
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case rdcspv::BuiltIn::WorkgroupId: return ShaderBuiltin::GroupIndex;
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case rdcspv::BuiltIn::LocalInvocationIndex: return ShaderBuiltin::GroupFlatIndex;
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case rdcspv::BuiltIn::LocalInvocationId: return ShaderBuiltin::GroupThreadIndex;
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case rdcspv::BuiltIn::TessCoord: return ShaderBuiltin::DomainLocation;
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case rdcspv::BuiltIn::PointCoord: return ShaderBuiltin::PointCoord;
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case rdcspv::BuiltIn::HelperInvocation: return ShaderBuiltin::IsHelper;
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case rdcspv::BuiltIn::SubgroupSize: return ShaderBuiltin::SubgroupSize;
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case rdcspv::BuiltIn::NumSubgroups: return ShaderBuiltin::NumSubgroups;
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case rdcspv::BuiltIn::SubgroupId: return ShaderBuiltin::SubgroupIndexInWorkgroup;
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case rdcspv::BuiltIn::SubgroupLocalInvocationId: return ShaderBuiltin::IndexInSubgroup;
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case rdcspv::BuiltIn::SubgroupEqMask: return ShaderBuiltin::SubgroupEqualMask;
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case rdcspv::BuiltIn::SubgroupGeMask: return ShaderBuiltin::SubgroupGreaterEqualMask;
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case rdcspv::BuiltIn::SubgroupGtMask: return ShaderBuiltin::SubgroupGreaterMask;
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case rdcspv::BuiltIn::SubgroupLeMask: return ShaderBuiltin::SubgroupLessEqualMask;
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case rdcspv::BuiltIn::SubgroupLtMask: return ShaderBuiltin::SubgroupLessMask;
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case rdcspv::BuiltIn::DeviceIndex: return ShaderBuiltin::DeviceIndex;
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case rdcspv::BuiltIn::FullyCoveredEXT: return ShaderBuiltin::IsFullyCovered;
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case rdcspv::BuiltIn::FragSizeEXT: return ShaderBuiltin::FragAreaSize;
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case rdcspv::BuiltIn::FragInvocationCountEXT: return ShaderBuiltin::FragInvocationCount;
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default: break;
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}
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RDCWARN("Couldn't map SPIR-V built-in %s to known built-in", ToStr(el).c_str());
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return ShaderBuiltin::Undefined;
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}
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const int32_t INVALID_BIND = -INT_MAX;
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template <typename T>
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