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Testfix, cleanup
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fecf9127a0
commit
129f3fe997
4 files changed
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-7
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@@ -636,6 +636,7 @@ OpenGLContext::OpenGLContext() {
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shaderLanguageDesc_.shaderLanguage = ShaderLanguage::GLSL_3xx;
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shaderLanguageDesc_.fragColor0 = "fragColor0";
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shaderLanguageDesc_.texture = "texture";
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shaderLanguageDesc_.texture3D = "texture";
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shaderLanguageDesc_.glslES30 = true;
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shaderLanguageDesc_.bitwiseOps = true;
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shaderLanguageDesc_.texelFetch = "texelFetch";
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@@ -659,6 +660,7 @@ OpenGLContext::OpenGLContext() {
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shaderLanguageDesc_.shaderLanguage = ShaderLanguage::GLSL_3xx;
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shaderLanguageDesc_.fragColor0 = "fragColor0";
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shaderLanguageDesc_.texture = "texture";
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shaderLanguageDesc_.texture3D = "texture";
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shaderLanguageDesc_.glslES30 = true;
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shaderLanguageDesc_.bitwiseOps = true;
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shaderLanguageDesc_.texelFetch = "texelFetch";
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@@ -669,6 +671,7 @@ OpenGLContext::OpenGLContext() {
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shaderLanguageDesc_.shaderLanguage = ShaderLanguage::GLSL_1xx;
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shaderLanguageDesc_.fragColor0 = "fragColor0";
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shaderLanguageDesc_.texture = "texture";
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shaderLanguageDesc_.texture3D = "texture";
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shaderLanguageDesc_.bitwiseOps = true;
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shaderLanguageDesc_.texelFetch = "texelFetch";
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shaderLanguageDesc_.varying_vs = "out";
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@@ -44,6 +44,7 @@ void ShaderLanguageDesc::Init(ShaderLanguage lang) {
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fragColor0 = "gl_FragColor";
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fragColor1 = "fragColor1";
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texture = "texture2D";
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texture3D = "texture3D";
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texelFetch = nullptr;
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bitwiseOps = false;
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lastFragData = nullptr;
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@@ -59,6 +60,7 @@ void ShaderLanguageDesc::Init(ShaderLanguage lang) {
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fragColor0 = "fragColor0";
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fragColor1 = "fragColor1";
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texture = "texture";
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texture3D = "texture";
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texelFetch = "texelFetch";
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bitwiseOps = true;
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lastFragData = nullptr;
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@@ -80,6 +82,7 @@ void ShaderLanguageDesc::Init(ShaderLanguage lang) {
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glslVersionNumber = 450;
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lastFragData = nullptr;
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texture = "texture";
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texture3D = "texture";
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texelFetch = "texelFetch";
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forceMatrix4x4 = false;
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coefsFromBuffers = true;
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@@ -102,6 +105,7 @@ void ShaderLanguageDesc::Init(ShaderLanguage lang) {
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glslVersionNumber = 0;
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lastFragData = nullptr;
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texture = "texture";
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texture3D = "texture";
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texelFetch = "texelFetch";
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forceMatrix4x4 = false;
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coefsFromBuffers = true;
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@@ -46,6 +46,7 @@ struct ShaderLanguageDesc {
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const char *fragColor0 = nullptr;
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const char *fragColor1 = nullptr;
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const char *texture = nullptr;
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const char *texture3D = nullptr;
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const char *texelFetch = nullptr;
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const char *lastFragData = nullptr;
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const char *framebufferFetchExtension = nullptr;
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@@ -277,11 +277,7 @@ bool GenerateFragmentShader(const FShaderID &id, char *buffer, const ShaderLangu
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}
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if (doTexture) {
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if (texture3D) {
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WRITE(p, "uniform sampler3D tex;\n");
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} else {
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WRITE(p, "uniform sampler2D tex;\n");
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}
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WRITE(p, "uniform %s tex;\n", texture3D ? "sampler3D" : "sampler2D");
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}
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if (readFramebufferTex) {
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@@ -561,9 +557,9 @@ bool GenerateFragmentShader(const FShaderID &id, char *buffer, const ShaderLangu
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// Let's add that if we run into a case...
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if (texture3D) {
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if (doTextureProjection) {
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WRITE(p, " vec4 t = %sProj(tex, vec4(%s.xy, u_mipBias, %s.z));\n", compat.texture, texcoord, texcoord);
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WRITE(p, " vec4 t = %sProj(tex, vec4(%s.xy, u_mipBias, %s.z));\n", compat.texture3D, texcoord, texcoord);
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} else {
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WRITE(p, " vec4 t = %s(tex, vec3(%s.xy, u_mipBias));\n", compat.texture, texcoord);
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WRITE(p, " vec4 t = %s(tex, vec3(%s.xy, u_mipBias));\n", compat.texture3D, texcoord);
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}
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} else {
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if (doTextureProjection) {
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