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glsl: Use std::string_view for Emit function args.
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@ -51,49 +51,49 @@ void EmitLoadStorage128([[maybe_unused]] EmitContext& ctx,
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void EmitWriteStorageU8([[maybe_unused]] EmitContext& ctx,
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[[maybe_unused]] const IR::Value& binding,
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[[maybe_unused]] const IR::Value& offset,
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[[maybe_unused]] std::string value) {
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[[maybe_unused]] std::string_view value) {
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throw NotImplementedException("GLSL Instrucion");
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}
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void EmitWriteStorageS8([[maybe_unused]] EmitContext& ctx,
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[[maybe_unused]] const IR::Value& binding,
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[[maybe_unused]] const IR::Value& offset,
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[[maybe_unused]] std::string value) {
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[[maybe_unused]] std::string_view value) {
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throw NotImplementedException("GLSL Instrucion");
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}
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void EmitWriteStorageU16([[maybe_unused]] EmitContext& ctx,
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[[maybe_unused]] const IR::Value& binding,
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[[maybe_unused]] const IR::Value& offset,
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[[maybe_unused]] std::string value) {
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[[maybe_unused]] std::string_view value) {
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throw NotImplementedException("GLSL Instrucion");
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}
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void EmitWriteStorageS16([[maybe_unused]] EmitContext& ctx,
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[[maybe_unused]] const IR::Value& binding,
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[[maybe_unused]] const IR::Value& offset,
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[[maybe_unused]] std::string value) {
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[[maybe_unused]] std::string_view value) {
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throw NotImplementedException("GLSL Instrucion");
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}
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void EmitWriteStorage32([[maybe_unused]] EmitContext& ctx,
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[[maybe_unused]] const IR::Value& binding,
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[[maybe_unused]] const IR::Value& offset,
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[[maybe_unused]] std::string value) {
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[[maybe_unused]] std::string_view value) {
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ctx.Add("buff{}[{}]={};", binding.U32(), offset.U32(), value);
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}
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void EmitWriteStorage64([[maybe_unused]] EmitContext& ctx,
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[[maybe_unused]] const IR::Value& binding,
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[[maybe_unused]] const IR::Value& offset,
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[[maybe_unused]] std::string value) {
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[[maybe_unused]] std::string_view value) {
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throw NotImplementedException("GLSL Instrucion");
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}
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void EmitWriteStorage128([[maybe_unused]] EmitContext& ctx,
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[[maybe_unused]] const IR::Value& binding,
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[[maybe_unused]] const IR::Value& offset,
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[[maybe_unused]] std::string value) {
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[[maybe_unused]] std::string_view value) {
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throw NotImplementedException("GLSL Instrucion");
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}
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} // namespace Shader::Backend::GLSL
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