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shaderc: Split Metal and SPIRV compilers.
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@@ -1479,9 +1479,13 @@ namespace bgfx
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code += _comment;
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code += preprocessor.m_preprocessed;
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if (0 != spirv || 0 != metal)
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if (0 != metal)
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{
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compiled = compileSPIRVShader(_options, metal ? BX_MAKEFOURCC('M', 'T', 'L', 0) : 0, code, _writer);
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compiled = compileMetalShader(_options, BX_MAKEFOURCC('M', 'T', 'L', 0), code, _writer);
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}
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else if (0 != spirv)
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{
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compiled = compileSPIRVShader(_options, 0, code, _writer);
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}
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else if (0 != pssl)
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{
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@@ -167,6 +167,7 @@ namespace bgfx
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bool compileGLSLShader(const Options& _options, uint32_t _version, const std::string& _code, bx::WriterI* _writer);
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bool compileHLSLShader(const Options& _options, uint32_t _version, const std::string& _code, bx::WriterI* _writer);
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bool compileMetalShader(const Options& _options, uint32_t _version, const std::string& _code, bx::WriterI* _writer);
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bool compilePSSLShader(const Options& _options, uint32_t _version, const std::string& _code, bx::WriterI* _writer);
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bool compileSPIRVShader(const Options& _options, uint32_t _version, const std::string& _code, bx::WriterI* _writer);
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