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Vulkan: Use VK_NV_glsl extension where available, and skip glslang
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@ -19,19 +19,19 @@ using SPIRVCodeVector = std::vector<SPIRVCodeType>;
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// Compile a vertex shader to SPIR-V.
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bool CompileVertexShader(SPIRVCodeVector* out_code, const char* source_code,
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size_t source_code_length, bool prepend_header = true);
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size_t source_code_length);
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// Compile a geometry shader to SPIR-V.
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bool CompileGeometryShader(SPIRVCodeVector* out_code, const char* source_code,
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size_t source_code_length, bool prepend_header = true);
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size_t source_code_length);
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// Compile a fragment shader to SPIR-V.
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bool CompileFragmentShader(SPIRVCodeVector* out_code, const char* source_code,
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size_t source_code_length, bool prepend_header = true);
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size_t source_code_length);
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// Compile a compute shader to SPIR-V.
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bool CompileComputeShader(SPIRVCodeVector* out_code, const char* source_code,
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size_t source_code_length, bool prepend_header = true);
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size_t source_code_length);
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} // namespace ShaderCompiler
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} // namespace Vulkan
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