Testfix, cleanup

This commit is contained in:
Henrik Rydgård committed 2022-07-31 10:43:48 +02:00
1 parent fecf9127a0
commit 129f3fe997
4 files changed
+11 -7

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+3
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@@ -636,6 +636,7 @@ OpenGLContext::OpenGLContext() {
shaderLanguageDesc_.shaderLanguage = ShaderLanguage::GLSL_3xx;
shaderLanguageDesc_.fragColor0 = "fragColor0";
shaderLanguageDesc_.texture = "texture";
shaderLanguageDesc_.texture3D = "texture";
shaderLanguageDesc_.glslES30 = true;
shaderLanguageDesc_.bitwiseOps = true;
shaderLanguageDesc_.texelFetch = "texelFetch";
@@ -659,6 +660,7 @@ OpenGLContext::OpenGLContext() {
shaderLanguageDesc_.shaderLanguage = ShaderLanguage::GLSL_3xx;
shaderLanguageDesc_.fragColor0 = "fragColor0";
shaderLanguageDesc_.texture = "texture";
shaderLanguageDesc_.texture3D = "texture";
shaderLanguageDesc_.glslES30 = true;
shaderLanguageDesc_.bitwiseOps = true;
shaderLanguageDesc_.texelFetch = "texelFetch";
@@ -669,6 +671,7 @@ OpenGLContext::OpenGLContext() {
shaderLanguageDesc_.shaderLanguage = ShaderLanguage::GLSL_1xx;
shaderLanguageDesc_.fragColor0 = "fragColor0";
shaderLanguageDesc_.texture = "texture";
shaderLanguageDesc_.texture3D = "texture";
shaderLanguageDesc_.bitwiseOps = true;
shaderLanguageDesc_.texelFetch = "texelFetch";
shaderLanguageDesc_.varying_vs = "out";
+4
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@@ -44,6 +44,7 @@ void ShaderLanguageDesc::Init(ShaderLanguage lang) {
fragColor0 = "gl_FragColor";
fragColor1 = "fragColor1";
texture = "texture2D";
texture3D = "texture3D";
texelFetch = nullptr;
bitwiseOps = false;
lastFragData = nullptr;
@@ -59,6 +60,7 @@ void ShaderLanguageDesc::Init(ShaderLanguage lang) {
fragColor0 = "fragColor0";
fragColor1 = "fragColor1";
texture = "texture";
texture3D = "texture";
texelFetch = "texelFetch";
bitwiseOps = true;
lastFragData = nullptr;
@@ -80,6 +82,7 @@ void ShaderLanguageDesc::Init(ShaderLanguage lang) {
glslVersionNumber = 450;
lastFragData = nullptr;
texture = "texture";
texture3D = "texture";
texelFetch = "texelFetch";
forceMatrix4x4 = false;
coefsFromBuffers = true;
@@ -102,6 +105,7 @@ void ShaderLanguageDesc::Init(ShaderLanguage lang) {
glslVersionNumber = 0;
lastFragData = nullptr;
texture = "texture";
texture3D = "texture";
texelFetch = "texelFetch";
forceMatrix4x4 = false;
coefsFromBuffers = true;
+1
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@@ -46,6 +46,7 @@ struct ShaderLanguageDesc {
const char *fragColor0 = nullptr;
const char *fragColor1 = nullptr;
const char *texture = nullptr;
const char *texture3D = nullptr;
const char *texelFetch = nullptr;
const char *lastFragData = nullptr;
const char *framebufferFetchExtension = nullptr;
+3 -7
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@@ -277,11 +277,7 @@ bool GenerateFragmentShader(const FShaderID &id, char *buffer, const ShaderLangu
}
if (doTexture) {
if (texture3D) {
WRITE(p, "uniform sampler3D tex;\n");
} else {
WRITE(p, "uniform sampler2D tex;\n");
}
WRITE(p, "uniform %s tex;\n", texture3D ? "sampler3D" : "sampler2D");
}
if (readFramebufferTex) {
@@ -561,9 +557,9 @@ bool GenerateFragmentShader(const FShaderID &id, char *buffer, const ShaderLangu
// Let's add that if we run into a case...
if (texture3D) {
if (doTextureProjection) {
WRITE(p, " vec4 t = %sProj(tex, vec4(%s.xy, u_mipBias, %s.z));\n", compat.texture, texcoord, texcoord);
WRITE(p, " vec4 t = %sProj(tex, vec4(%s.xy, u_mipBias, %s.z));\n", compat.texture3D, texcoord, texcoord);
} else {
WRITE(p, " vec4 t = %s(tex, vec3(%s.xy, u_mipBias));\n", compat.texture, texcoord);
WRITE(p, " vec4 t = %s(tex, vec3(%s.xy, u_mipBias));\n", compat.texture3D, texcoord);
}
} else {
if (doTextureProjection) {