Output shader descriptions directly in the source code

This commit is contained in:
Henrik Rydgård
2022-11-08 00:21:08 +01:00
parent bd40ccda51
commit 4e8f97d64d
3 changed files with 7 additions and 0 deletions
+2
View File
@@ -94,6 +94,8 @@ bool GenerateFragmentShader(const FShaderID &id, char *buffer, const ShaderLangu
}
ShaderWriter p(buffer, compat, ShaderStage::Fragment, extensions, flags);
p.F("// %s\n", FragmentShaderDesc(id).c_str());
p.ApplySamplerMetadata(arrayTexture ? samplersStereo : samplersMono);
bool lmode = id.Bit(FS_BIT_LMODE);
+3
View File
@@ -49,6 +49,9 @@ bool GenerateGeometryShader(const GShaderID &id, char *buffer, const ShaderLangu
bool clipClampedDepth = gstate_c.Use(GPU_USE_DEPTH_CLAMP);
ShaderWriter p(buffer, compat, ShaderStage::Geometry, extensions);
p.F("// %s\n", GeometryShaderDesc(id).c_str());
p.C("layout(triangles) in;\n");
if (clipClampedDepth && vertexRangeCulling && !gstate_c.Use(GPU_USE_CLIP_DISTANCE)) {
p.C("layout(triangle_strip, max_vertices = 12) out;\n");
+2
View File
@@ -168,6 +168,8 @@ bool GenerateVertexShader(const VShaderID &id, char *buffer, const ShaderLanguag
ShaderWriter p(buffer, compat, ShaderStage::Vertex, extensions);
p.F("// %s\n", VertexShaderDesc(id).c_str());
bool isModeThrough = id.Bit(VS_BIT_IS_THROUGH);
bool lmode = id.Bit(VS_BIT_LMODE);
bool doTexture = id.Bit(VS_BIT_DO_TEXTURE);