The codebase seems to use both “#pragma once“ approach, and “#ifndef / #define” approach, so I picked pragma once as that one is less typing & less brittle. When glslang is built with some other build system and lumped/unity builds are used, without the include guards some headers would get included multiple times, leading to duplicate declaration errors.
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| GLSL.ext.AMD.h | Loading commit data... | |
| GLSL.ext.KHR.h | Loading commit data... | |
| GLSL.ext.NV.h | Loading commit data... | |
| GLSL.std.450.h | Loading commit data... | |
| GlslangToSpv.cpp | Loading commit data... | |
| GlslangToSpv.h | Loading commit data... | |
| InReadableOrder.cpp | Loading commit data... | |
| Logger.cpp | Loading commit data... | |
| Logger.h | Loading commit data... | |
| SPVRemapper.cpp | Loading commit data... | |
| SPVRemapper.h | Loading commit data... | |
| SpvBuilder.cpp | Loading commit data... | |
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| bitutils.h | Loading commit data... | |
| disassemble.cpp | Loading commit data... | |
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| hex_float.h | Loading commit data... | |
| spirv.hpp | Loading commit data... | |
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