forked from mirrors/gecko-dev
MozReview-Commit-ID: Hm6jbnqpaTt --HG-- extra : rebase_source : 0943bf9e0e8f4e7c92941d7b0c6a54189d33acb4
203 lines
8.2 KiB
C++
203 lines
8.2 KiB
C++
//
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// Copyright (c) 2014 The ANGLE Project Authors. All rights reserved.
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// Use of this source code is governed by a BSD-style license that can be
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// found in the LICENSE file.
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//
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// Compiler.cpp: implements the gl::Compiler class.
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#include "libANGLE/Compiler.h"
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#include "common/debug.h"
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#include "libANGLE/ContextState.h"
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#include "libANGLE/renderer/CompilerImpl.h"
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#include "libANGLE/renderer/GLImplFactory.h"
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namespace gl
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{
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namespace
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{
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// Global count of active shader compiler handles. Needed to know when to call sh::Initialize and
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// sh::Finalize.
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size_t activeCompilerHandles = 0;
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ShShaderSpec SelectShaderSpec(GLint majorVersion, GLint minorVersion, bool isWebGL)
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{
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if (majorVersion >= 3)
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{
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if (minorVersion == 1)
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{
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return isWebGL ? SH_WEBGL3_SPEC : SH_GLES3_1_SPEC;
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}
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else
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{
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return isWebGL ? SH_WEBGL2_SPEC : SH_GLES3_SPEC;
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}
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}
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// GLES1 emulation: Use GLES3 shader spec.
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if (!isWebGL && majorVersion == 1)
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{
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return SH_GLES3_SPEC;
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}
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return isWebGL ? SH_WEBGL_SPEC : SH_GLES2_SPEC;
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}
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} // anonymous namespace
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Compiler::Compiler(rx::GLImplFactory *implFactory, const ContextState &state)
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: mImplementation(implFactory->createCompiler()),
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mSpec(SelectShaderSpec(state.getClientMajorVersion(),
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state.getClientMinorVersion(),
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state.getExtensions().webglCompatibility)),
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mOutputType(mImplementation->getTranslatorOutputType()),
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mResources(),
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mShaderCompilers({})
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{
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ASSERT(state.getClientMajorVersion() == 1 || state.getClientMajorVersion() == 2 ||
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state.getClientMajorVersion() == 3);
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const gl::Caps &caps = state.getCaps();
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const gl::Extensions &extensions = state.getExtensions();
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sh::InitBuiltInResources(&mResources);
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mResources.MaxVertexAttribs = caps.maxVertexAttributes;
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mResources.MaxVertexUniformVectors = caps.maxVertexUniformVectors;
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mResources.MaxVaryingVectors = caps.maxVaryingVectors;
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mResources.MaxVertexTextureImageUnits = caps.maxShaderTextureImageUnits[ShaderType::Vertex];
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mResources.MaxCombinedTextureImageUnits = caps.maxCombinedTextureImageUnits;
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mResources.MaxTextureImageUnits = caps.maxShaderTextureImageUnits[ShaderType::Fragment];
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mResources.MaxFragmentUniformVectors = caps.maxFragmentUniformVectors;
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mResources.MaxDrawBuffers = caps.maxDrawBuffers;
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mResources.OES_standard_derivatives = extensions.standardDerivatives;
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mResources.EXT_draw_buffers = extensions.drawBuffers;
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mResources.EXT_shader_texture_lod = extensions.shaderTextureLOD;
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mResources.OES_EGL_image_external = extensions.eglImageExternal;
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mResources.OES_EGL_image_external_essl3 = extensions.eglImageExternalEssl3;
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mResources.NV_EGL_stream_consumer_external = extensions.eglStreamConsumerExternal;
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mResources.ARB_texture_rectangle = extensions.textureRectangle;
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// TODO: use shader precision caps to determine if high precision is supported?
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mResources.FragmentPrecisionHigh = 1;
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mResources.EXT_frag_depth = extensions.fragDepth;
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// OVR_multiview state
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mResources.OVR_multiview = extensions.multiview;
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mResources.MaxViewsOVR = extensions.maxViews;
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// GLSL ES 3.0 constants
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mResources.MaxVertexOutputVectors = caps.maxVertexOutputComponents / 4;
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mResources.MaxFragmentInputVectors = caps.maxFragmentInputComponents / 4;
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mResources.MinProgramTexelOffset = caps.minProgramTexelOffset;
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mResources.MaxProgramTexelOffset = caps.maxProgramTexelOffset;
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// GLSL ES 3.1 constants
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mResources.MaxProgramTextureGatherOffset = caps.maxProgramTextureGatherOffset;
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mResources.MinProgramTextureGatherOffset = caps.minProgramTextureGatherOffset;
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mResources.MaxImageUnits = caps.maxImageUnits;
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mResources.MaxVertexImageUniforms = caps.maxVertexImageUniforms;
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mResources.MaxFragmentImageUniforms = caps.maxFragmentImageUniforms;
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mResources.MaxComputeImageUniforms = caps.maxComputeImageUniforms;
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mResources.MaxCombinedImageUniforms = caps.maxCombinedImageUniforms;
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mResources.MaxCombinedShaderOutputResources = caps.maxCombinedShaderOutputResources;
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mResources.MaxUniformLocations = caps.maxUniformLocations;
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for (size_t index = 0u; index < 3u; ++index)
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{
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mResources.MaxComputeWorkGroupCount[index] = caps.maxComputeWorkGroupCount[index];
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mResources.MaxComputeWorkGroupSize[index] = caps.maxComputeWorkGroupSize[index];
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}
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mResources.MaxComputeUniformComponents = caps.maxComputeUniformComponents;
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mResources.MaxComputeTextureImageUnits = caps.maxShaderTextureImageUnits[ShaderType::Compute];
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mResources.MaxComputeAtomicCounters = caps.maxComputeAtomicCounters;
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mResources.MaxComputeAtomicCounterBuffers = caps.maxComputeAtomicCounterBuffers;
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mResources.MaxVertexAtomicCounters = caps.maxVertexAtomicCounters;
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mResources.MaxFragmentAtomicCounters = caps.maxFragmentAtomicCounters;
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mResources.MaxCombinedAtomicCounters = caps.maxCombinedAtomicCounters;
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mResources.MaxAtomicCounterBindings = caps.maxAtomicCounterBufferBindings;
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mResources.MaxVertexAtomicCounterBuffers = caps.maxVertexAtomicCounterBuffers;
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mResources.MaxFragmentAtomicCounterBuffers = caps.maxFragmentAtomicCounterBuffers;
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mResources.MaxCombinedAtomicCounterBuffers = caps.maxCombinedAtomicCounterBuffers;
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mResources.MaxAtomicCounterBufferSize = caps.maxAtomicCounterBufferSize;
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mResources.MaxUniformBufferBindings = caps.maxUniformBufferBindings;
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mResources.MaxShaderStorageBufferBindings = caps.maxShaderStorageBufferBindings;
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// Needed by point size clamping workaround
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mResources.MaxPointSize = caps.maxAliasedPointSize;
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if (state.getClientMajorVersion() == 2 && !extensions.drawBuffers)
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{
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mResources.MaxDrawBuffers = 1;
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}
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// Geometry Shader constants
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mResources.EXT_geometry_shader = extensions.geometryShader;
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mResources.MaxGeometryUniformComponents = caps.maxGeometryUniformComponents;
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mResources.MaxGeometryUniformBlocks = caps.maxShaderUniformBlocks[ShaderType::Geometry];
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mResources.MaxGeometryInputComponents = caps.maxGeometryInputComponents;
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mResources.MaxGeometryOutputComponents = caps.maxGeometryOutputComponents;
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mResources.MaxGeometryOutputVertices = caps.maxGeometryOutputVertices;
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mResources.MaxGeometryTotalOutputComponents = caps.maxGeometryTotalOutputComponents;
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mResources.MaxGeometryTextureImageUnits = caps.maxShaderTextureImageUnits[ShaderType::Geometry];
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mResources.MaxGeometryAtomicCounterBuffers = caps.maxGeometryAtomicCounterBuffers;
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mResources.MaxGeometryAtomicCounters = caps.maxGeometryAtomicCounters;
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mResources.MaxGeometryShaderStorageBlocks = caps.maxShaderStorageBlocks[ShaderType::Geometry];
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mResources.MaxGeometryShaderInvocations = caps.maxGeometryShaderInvocations;
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mResources.MaxGeometryImageUniforms = caps.maxGeometryImageUniforms;
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}
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Compiler::~Compiler()
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{
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for (ShaderType shaderType : AllShaderTypes())
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{
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ShHandle compilerHandle = mShaderCompilers[shaderType];
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if (compilerHandle)
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{
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sh::Destruct(compilerHandle);
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mShaderCompilers[shaderType] = nullptr;
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ASSERT(activeCompilerHandles > 0);
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activeCompilerHandles--;
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}
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}
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if (activeCompilerHandles == 0)
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{
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sh::Finalize();
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}
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ANGLE_SWALLOW_ERR(mImplementation->release());
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}
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ShHandle Compiler::getCompilerHandle(ShaderType type)
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{
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ASSERT(type != ShaderType::InvalidEnum);
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ShHandle *compiler = &mShaderCompilers[type];
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if (!(*compiler))
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{
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if (activeCompilerHandles == 0)
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{
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sh::Initialize();
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}
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*compiler = sh::ConstructCompiler(ToGLenum(type), mSpec, mOutputType, &mResources);
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ASSERT(*compiler);
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activeCompilerHandles++;
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}
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return *compiler;
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}
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const std::string &Compiler::getBuiltinResourcesString(ShaderType type)
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{
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return sh::GetBuiltInResourcesString(getCompilerHandle(type));
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}
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} // namespace gl
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