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Added more extension support to GLSL backend in SPIRV-Cross and rebuild ShaderConductor.
#rb Brian.White, Florin.Pascu [FYI] Carl.Lloyd, Mihnea.Balta, Rolando.Caloca #jira none #ROBOMERGE-AUTHOR: lukas.hermanns #ROBOMERGE-SOURCE: CL 17862447 in //UE5/Main/... #ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v883-17842818) #ROBOMERGE[STARSHIP]: UE5-Release-Engine-Staging Release-5.0 [CL 17862535 by lukas hermanns in ue5-release-engine-test branch]
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@@ -259,10 +259,15 @@ namespace CrossCompiler
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{
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switch (Version)
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{
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//ESSL
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case 310: return "310";
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case 320: return "320";
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//GLSL
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case 330: return "330";
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case 430: return "430";
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case 440: return "440";
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case 450: return "450";
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case 460: return "460";
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default: return nullptr;
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}
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}
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@@ -397,6 +402,7 @@ namespace CrossCompiler
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OutOptions.enableDebugInfo = InOptions.bEnableDebugInfo;
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OutOptions.disableOptimizations = InOptions.bDisableOptimizations;
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OutOptions.enableFMAPass = InOptions.bEnableFMAPass;
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OutOptions.enableSeparateSamplers = InOptions.bEnableSeparateSamplersInGlsl;
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OutOptions.shaderModel = ShaderConductor::Compiler::ShaderModel
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{
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static_cast<uint8>(InOptions.ShaderModel.Major),
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@@ -72,6 +72,9 @@ namespace CrossCompiler
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/** Enable a pass that converts floating point MUL+ADD pairs into FMAs to avoid re-association. */
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bool bEnableFMAPass = false;
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/** Enables separate samplers in GLSL via extensions. */
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bool bEnableSeparateSamplersInGlsl = false;
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/** Shader model version of the input language. By default SM6.2. */
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FHlslShaderModel ShaderModel = { 6, 2 };
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};
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