use ShaderLanguageType instead of ShaderType because We can redefine ShaderType.
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42a198ea6e
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@ -213,7 +213,7 @@ extern "C"
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glslang::FinalizeProcess();
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glslang::FinalizeProcess();
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}
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}
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enum class ShaderType
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enum class ShaderLanguageType
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{
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{
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GLSL=0,
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GLSL=0,
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HLSL,
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HLSL,
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@ -223,7 +223,7 @@ extern "C"
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struct CompileInfo
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struct CompileInfo
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{
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{
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ShaderType shader_type = ShaderType::GLSL;
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ShaderLanguageType shader_type = ShaderLanguageType::GLSL;
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const char *entrypoint;
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const char *entrypoint;
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uint32_t includes_count;
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uint32_t includes_count;
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const char **includes;
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const char **includes;
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@ -494,7 +494,7 @@ extern "C"
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if (compile_info != nullptr)
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if (compile_info != nullptr)
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{
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{
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if (compile_info->shader_type == ShaderType::HLSL)
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if (compile_info->shader_type == ShaderLanguageType::HLSL)
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{
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{
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messages = (EShMessages)(EShMsgReadHlsl | EShMsgSpvRules | EShMsgVulkanRules);
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messages = (EShMessages)(EShMsgReadHlsl | EShMsgSpvRules | EShMsgVulkanRules);
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