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https://github.com/MobileGL-Dev/MobileGL
synced 2026-09-08 12:18:30 +09:00
[Fix] (Diligent/Shader): Try to bind varying in glsl str.
This commit is contained in:
@@ -922,8 +922,7 @@ namespace MG_GL::GL {
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}
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void MultiDrawElementsBaseVertex(GLenum mode, const GLsizei *count, GLenum type, const GLvoid *const *indices, GLsizei drawcount, const GLint *basevertex) {
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return;
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// PrepareForDraw();
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PrepareForDraw(mode, (GLsizei *)count, type, (const void*&)indices[0]);
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auto* pVAO = MG_State_T::vertexArrayState->GetCurrentVAO();
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Diligent::IBuffer* pIndexBuffer = nullptr;
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@@ -292,39 +292,78 @@ namespace MG_GL::GL {
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}
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MG_Global::unordered_map<GLuint, std::string> shaderSources;
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MG_Global::unordered_map<GLuint, std::string> finalShaderSources;
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for (GLuint shaderId : programObj.attachedShaders) {
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auto it = MG_State_T::programState->shaders_.find(shaderId);
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if (it != MG_State_T::programState->shaders_.end() && !it->second.markedForDeletion) {
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shaderSources[it->first] = it->second.source;
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MG_Util::Program::RenameGLSLBuiltinsForVulkan(shaderSources[it->first]);
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}
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}
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MG_Util::Program::GenerateDefaultUBOForGLSL_Multi(shaderSources, programInfo.uniformBufferNames);
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for (GLuint shaderId : programObj.attachedShaders) {
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auto it = MG_State_T::programState->shaders_.find(shaderId);
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if (it != MG_State_T::programState->shaders_.end() && !it->second.markedForDeletion) {
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std::string shaderSource;
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if (it->second.type == GL_VERTEX_SHADER) {
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std::string infoLog;
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auto spirv =
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MG_Util::Program::CompileGLSLToSPIRV(it->second.type,
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it->second.source,
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infoLog);
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const char* fragmentShaderSource = nullptr;
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for (GLuint otherShaderId : programObj.attachedShaders) {
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if (otherShaderId != shaderId && MG_State_T::programState->shaders_[otherShaderId].type == GL_FRAGMENT_SHADER) {
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fragmentShaderSource = shaderSources[otherShaderId].c_str();
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break;
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}
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}
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auto spirv = MG_Util::Program::CompileGLSLToSPIRV(it->second.type,
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shaderSources[shaderId],
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infoLog, true, GL_FRAGMENT_SHADER, fragmentShaderSource);
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if (spirv.empty()) {
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MG_Util::Debug::LogE("Failed to compile shader %u: %s", shaderId,
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MG_Util::Debug::LogE("Failed to compile vertex shader %u: %s", shaderId,
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infoLog.c_str());
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continue;
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}
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shaderSource = MG_Util::Program::BindInputLayoutLocationsForGLSL(spirv,
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programObj.attribLocations);
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programObj.attribLocations);
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} else if (it->second.type == GL_FRAGMENT_SHADER) {
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std::string infoLog;
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const char* vertexShaderSource = nullptr;
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for (GLuint otherShaderId : programObj.attachedShaders) {
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if (otherShaderId != shaderId && MG_State_T::programState->shaders_[otherShaderId].type == GL_VERTEX_SHADER) {
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vertexShaderSource = shaderSources[otherShaderId].c_str();
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break;
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}
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}
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auto spirv = MG_Util::Program::CompileGLSLToSPIRV(it->second.type,
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shaderSources[shaderId],
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infoLog, true,
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GL_VERTEX_SHADER, vertexShaderSource);
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if (spirv.empty()) {
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MG_Util::Debug::LogE("Failed to compile fragment shader %u to SPIRV: %s", shaderId,
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infoLog.c_str());
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continue;
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}
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shaderSource = MG_Util::Program::CompileSPIRVToGLSL(spirv, 450, false, true);
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} else {
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shaderSource = it->second.source;
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}
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MG_Util::Program::RenameGLSLBuiltinsForVulkan(shaderSource);
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shaderSources[it->first] = shaderSource;
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finalShaderSources[it->first] = shaderSource;
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}
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}
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MG_Util::Program::GenerateDefaultUBOForGLSL_Multi(shaderSources, programInfo.uniformBufferNames);
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MG_Util::Debug::LogD("Shader sources after UBO generation for program %u:", program);
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for (const auto& [shaderId, source] : shaderSources) {
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for (const auto& [shaderId, source] : finalShaderSources) {
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MG_Util::Debug::LogD(" Program %u Shader %u:\n%s", program, shaderId, source.c_str());
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}
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size_t uboTotalSize = RecordUniformOffsets(programInfo, shaderSources);
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size_t uboTotalSize = RecordUniformOffsets(programInfo, finalShaderSources);
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CreateDefaultUBO(programInfo, uboTotalSize);
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// Compile attached shaders
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@@ -333,7 +372,7 @@ namespace MG_GL::GL {
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// Compile only if not already compiled in Diligent
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if (MG_Diligent::g_ShaderMap.find(shaderId) == MG_Diligent::g_ShaderMap.end() || MG_Diligent::g_ShaderMap[shaderId] == nullptr) {
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GLenum shaderType = shaderObj.type;
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std::string sourceStr = shaderSources[shaderId];
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std::string sourceStr = finalShaderSources[shaderId];
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MG_Util::Debug::LogD("Shader ID: %u, type: %s\nConverted source:\n%s",
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shaderId, MG_Util::Debug::GLEnumToString(shaderType), sourceStr.c_str());
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@@ -672,7 +672,9 @@ namespace MG_Util::Program {
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}
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std::vector<unsigned> CompileGLSLToSPIRV(GLenum shaderType, const std::string &source,
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std::string &infoLog, bool isVkGLSL) {
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std::string &infoLog, bool isVkGLSL, GLenum additionalShaderType,
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const std::string& additionalShaderSource
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) {
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using namespace glslang;
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TShader* shader = nullptr;
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@@ -682,12 +684,27 @@ namespace MG_Util::Program {
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return {};
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}
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TProgram program;
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program.addShader(shader);
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if (additionalShaderType == GL_VERTEX_SHADER)
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program.addShader(shader);
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if (additionalShaderType && !additionalShaderSource.empty()) {
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TShader* additionalShader = nullptr;
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std::string additionalInfoLog = CompileGLSLToTShader(additionalShaderType, additionalShaderSource, additionalShader, isVkGLSL);
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if (!additionalInfoLog.empty()) {
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infoLog = "Error: [glslang] Cannot compile additional " + GetShaderTypeName(additionalShaderType) + ":\n" + additionalInfoLog;
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return {};
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}
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program.addShader(additionalShader);
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}
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if (additionalShaderType != GL_VERTEX_SHADER)
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program.addShader(shader);
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if (!program.link(isVkGLSL ? EShMsgVulkanRules : EShMsgDefault)) {
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infoLog = "Error: [glslang] Cannot link the program of the single shader:\n" + std::to_string(program.getInfoLog());
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return {};
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}
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program.mapIO();
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std::vector<unsigned> spirv;
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SpvOptions spvOptions;
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@@ -999,7 +1016,7 @@ namespace MG_Util::Program {
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spvc_context_destroy(context);
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}
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std::string CompileSPIRVToGLSL(std::vector<unsigned int> spirv, uint glslVersion, bool isES) {
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std::string CompileSPIRVToGLSL(std::vector<unsigned int> spirv, uint glslVersion, bool isES, bool isVkGLSL) {
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spvc_context context = nullptr;
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spvc_parsed_ir ir = nullptr;
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spvc_compiler compiler_glsl = nullptr;
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@@ -1018,12 +1035,15 @@ namespace MG_Util::Program {
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spvc_compiler_create_shader_resources(compiler_glsl, &resources);
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spvc_resources_get_resource_list_for_type(resources, SPVC_RESOURCE_TYPE_UNIFORM_BUFFER, &list, &count);
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spvc_compiler_create_compiler_options(compiler_glsl, &options);
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spvc_compiler_options_set_uint(options, SPVC_COMPILER_OPTION_GLSL_VERSION, glslVersion);
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spvc_compiler_options_set_bool(options, SPVC_COMPILER_OPTION_GLSL_ES, isES ? SPVC_TRUE : SPVC_FALSE);
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spvc_compiler_options_set_bool(options, SPVC_COMPILER_OPTION_GLSL_VULKAN_SEMANTICS, isVkGLSL ? SPVC_TRUE : SPVC_FALSE);
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spvc_compiler_install_compiler_options(compiler_glsl, options);
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spvc_compiler_compile(compiler_glsl, &result);
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if (!result) {
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MG_Util::Debug::LogE("Failed to compile the shader to GLSL: %s", spvc_context_get_last_error_string(context));
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return{};
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}
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@@ -174,12 +174,13 @@ namespace MG_Util::Program {
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}
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std::vector<unsigned> CompileGLSLToSPIRV(GLenum shaderType, const std::string& source,
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std::string& infoLog, bool isVkGLSL = false);
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std::string& infoLog, bool isVkGLSL = false, GLenum additionalShaderType = 0,
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const std::string& additionalShaderSource = {});
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std::string CompileGLSLToTShader(GLenum shaderType, const std::string& source,
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glslang::TShader *&shader, bool isVkGLSL = false);
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std::vector<std::vector<unsigned>> CompileMultipleShadersToSPIRV(const ProgramState& state, ProgramObject& prog, std::string& infoLog);
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void ReflectSPIRVUniforms(const std::vector<std::vector<unsigned>>& allSpirv, ProgramObject& prog, std::string& infoLog);
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std::string CompileSPIRVToGLSL(std::vector<unsigned int> spirv, uint glslVersion, bool isES);
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std::string CompileSPIRVToGLSL(std::vector<unsigned int> spirv, uint glslVersion, bool isES, bool isVkGLSL = false);
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std::pair<std::string, std::string> GenerateDefaultUBOForGLSL(const std::pair<std::string,
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std::string>& glslSources);
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void GenerateDefaultUBOForGLSL_Multi(
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