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https://github.com/MobileGL-Dev/MobileGL
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[Chore] (MG_Util/ShaderTranspiler): rename function
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@@ -454,7 +454,7 @@ namespace MobileGL {
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m_generatedSpirv.size());
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for (auto& spv: m_generatedSpirv) {
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auto success = ShaderCompiler::SanitizeBinary(spv, spv);
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auto success = ShaderCompiler::SanitizeAndOptimizeBinary(spv, spv);
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MOBILEGL_ASSERT(success, "SanitizeBinary failed");
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}
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@@ -227,7 +227,7 @@ namespace MobileGL {
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return allSpirv;
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}
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bool ShaderCompiler::SanitizeBinary(const Vector<Uint32>& inputBinary, Vector<uint32_t>& outputBinary) {
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bool ShaderCompiler::SanitizeAndOptimizeBinary(const Vector<Uint32>& inputBinary, Vector<uint32_t>& outputBinary) {
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spvtools::Optimizer optimizer(SPV_ENV_UNIVERSAL_1_5);
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optimizer.RegisterPass(spvtools::Optimizer::PassToken(MakeUnique<FloatEqualsZeroEliminationPass>()));
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@@ -20,7 +20,7 @@ namespace MobileGL {
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static Result<SharedPtr<glslang::TShader>> CompileShader(const ShaderAttrib& attrib);
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static Result<SharedPtr<glslang::TProgram>> LinkProgram(const ProgramAttrib& attrib);
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static Result<Vector<Vector<unsigned>>> GetSpirvBinaryFromProgram(const ProgramBinaryAttrib& attrib);
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static bool SanitizeBinary(const Vector<Uint32>& inputBinary, Vector<uint32_t>& outputBinary);
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static bool SanitizeAndOptimizeBinary(const Vector<Uint32>& inputBinary, Vector<uint32_t>& outputBinary);
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static Result<String> DecompileShader(SpvcSession& session);
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};
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} // namespace ShaderTranspiler
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