resources: expand legacy shader keyword variants
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@@ -837,10 +837,7 @@ bool ContainsSingleSourceAuthoringConstructs(const std::vector<std::string>& lin
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return true;
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}
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if (line.rfind("#pragma target", 0) == 0 ||
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line.rfind("#pragma multi_compile", 0) == 0 ||
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line.rfind("#pragma shader_feature", 0) == 0 ||
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line.rfind("#pragma shader_feature_local", 0) == 0) {
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if (line.rfind("#pragma target", 0) == 0) {
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return true;
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}
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}
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@@ -1012,8 +1009,8 @@ std::vector<ShaderKeywordSet> BuildShaderKeywordVariantSets(
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return keywordSets;
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}
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Containers::String BuildSingleSourceVariantSource(
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const Containers::String& strippedCombinedSource,
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Containers::String BuildKeywordVariantSource(
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const Containers::String& baseSource,
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const ShaderKeywordSet& requiredKeywords) {
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Containers::String variantSource;
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for (const Containers::String& keyword : requiredKeywords.enabledKeywords) {
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@@ -1022,11 +1019,11 @@ Containers::String BuildSingleSourceVariantSource(
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variantSource += " 1\n";
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}
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if (!variantSource.Empty() && !strippedCombinedSource.Empty()) {
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if (!variantSource.Empty() && !baseSource.Empty()) {
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variantSource += '\n';
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}
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variantSource += strippedCombinedSource;
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variantSource += baseSource;
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return variantSource;
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}
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@@ -1549,6 +1546,19 @@ bool ParseLegacyBackendSplitShaderAuthoring(
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}
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currentPass->backendVariants.push_back(std::move(backendVariant));
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continue;
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}
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if (pragmaTokens.size() >= 2u &&
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(pragmaTokens[1] == "multi_compile" ||
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pragmaTokens[1] == "shader_feature" ||
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pragmaTokens[1] == "shader_feature_local")) {
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ShaderKeywordDeclaration declaration = {};
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if (!TryParseShaderKeywordDeclarationPragma(pragmaTokens, declaration)) {
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return fail("keyword pragma must declare at least one option", humanLine);
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}
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currentPass->keywordDeclarations.PushBack(declaration);
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continue;
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}
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continue;
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}
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@@ -2074,7 +2084,10 @@ LoadResult BuildShaderFromAuthoringDesc(
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}
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if (!pass.backendVariants.empty()) {
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const std::vector<ShaderKeywordSet> keywordSets =
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BuildShaderKeywordVariantSets(pass.keywordDeclarations);
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for (const AuthoringBackendVariantEntry& backendVariant : pass.backendVariants) {
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Containers::String vertexSourceCode;
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ShaderStageVariant vertexVariant = {};
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vertexVariant.stage = ShaderType::Vertex;
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vertexVariant.backend = backendVariant.backend;
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@@ -2089,11 +2102,11 @@ LoadResult BuildShaderFromAuthoringDesc(
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const Containers::String resolvedVertexPath =
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ResolveShaderDependencyPath(backendVariant.vertexSourcePath, path);
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if (!ReadTextFile(resolvedVertexPath, vertexVariant.sourceCode)) {
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if (!ReadTextFile(resolvedVertexPath, vertexSourceCode)) {
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return LoadResult("Failed to read shader authoring vertex source: " + resolvedVertexPath);
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}
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shader->AddPassVariant(pass.name, vertexVariant);
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Containers::String fragmentSourceCode;
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ShaderStageVariant fragmentVariant = {};
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fragmentVariant.stage = ShaderType::Fragment;
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fragmentVariant.backend = backendVariant.backend;
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@@ -2108,10 +2121,19 @@ LoadResult BuildShaderFromAuthoringDesc(
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const Containers::String resolvedFragmentPath =
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ResolveShaderDependencyPath(backendVariant.fragmentSourcePath, path);
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if (!ReadTextFile(resolvedFragmentPath, fragmentVariant.sourceCode)) {
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if (!ReadTextFile(resolvedFragmentPath, fragmentSourceCode)) {
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return LoadResult("Failed to read shader authoring fragment source: " + resolvedFragmentPath);
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}
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shader->AddPassVariant(pass.name, fragmentVariant);
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for (const ShaderKeywordSet& keywordSet : keywordSets) {
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vertexVariant.requiredKeywords = keywordSet;
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vertexVariant.sourceCode = BuildKeywordVariantSource(vertexSourceCode, keywordSet);
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shader->AddPassVariant(pass.name, vertexVariant);
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fragmentVariant.requiredKeywords = keywordSet;
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fragmentVariant.sourceCode = BuildKeywordVariantSource(fragmentSourceCode, keywordSet);
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shader->AddPassVariant(pass.name, fragmentVariant);
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}
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}
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} else if (!pass.programSource.Empty()) {
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Containers::String combinedSource;
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@@ -2126,7 +2148,7 @@ LoadResult BuildShaderFromAuthoringDesc(
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for (const ShaderKeywordSet& keywordSet : keywordSets) {
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const Containers::String variantSource =
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BuildSingleSourceVariantSource(strippedCombinedSource, keywordSet);
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BuildKeywordVariantSource(strippedCombinedSource, keywordSet);
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ShaderStageVariant vertexVariant = {};
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vertexVariant.stage = ShaderType::Vertex;
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