#pragma once #include "../Common/ShaderParam.h" #include "../Common/GLSLCommon.h" namespace vk { using namespace ::glsl; struct varying_register_t { std::string name; int reg_location; }; //Decompiler function lookup std::string getFunctionImpl(FUNCTION f); const varying_register_t& get_varying_register(const std::string& name); bool compile_glsl_to_spv(std::string& shader, program_domain domain, std::vector &spv); void initialize_compiler_context(); void finalize_compiler_context(); }