Hash :
6c1c3bd9
        
        Author :
  
        
        Date :
2020-10-09T11:46:04
        
      
Vulkan: Clear depth by shader if depthClamp not supported This will avoid breaking the render pass when clearing depth through clearWithDraw if the depthClamp Vulkan feature is not present. Bug: angleproject:4836 Change-Id: I845fd5074dd95f6896da89f9e119ebc5000a5688 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2462719 Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Charlie Lao <cclao@google.com>
To build multiple variations of a shader, add a file named X.json corresponding to shader file X. A variation is generated by building the shader with different definitions (a la glslang_validator’s -DName=1). These definitions come from flags and enumerations defined in the json file. Without a .json file, the shader is generated as is (1 variation).
There are multiple possible fields in the json file:
Flags are shorthand for 2-entry enumerations. Given n flags, there are 2^n variations where every flag is either present or not. For enumerations, only one entry is active in any variation. Thus, an enumeration with n entries generates n variations.
Here is an example json file:
{
"Description": [
    "Copyright 2018 The ANGLE Project Authors. All rights reserved.",
    "Use of this source code is governed by a BSD-style license that can be",
    "found in the LICENSE file.",
    "",
    "RayTrace.comp.json: Build parameters for RayTrace.comp."
],
"Flags": [
    "NanFilter",
    "WorkaroundIntelBug"
],
"RayTraceQuality": [
    "IsRTLowRes",
    "IsRTHighRes",
    "IsRTAwesome"
],
"ImageType": [
    "IsR",
    "IsRG",
    "IsRGB",
    "IsRGBA"
]}
This will generate 2^2 3 4 shaders.