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https://github.com/id-Software/DOOM-3-BFG.git
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Glslang compiles all RBDOOM shaders to SPIR-V
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parent
706c153675
commit
80fed3c14a
1 changed files with 21 additions and 2 deletions
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@ -1083,7 +1083,12 @@ idStr idRenderProgManager::ConvertCG2GLSL( const idStr& in, const char* name, bo
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// RB: check for sampler uniforms
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if( vkGLSL )
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{
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while( token == "uniform" && ( src.PeekTokenString( "sampler2D" ) || src.PeekTokenString( "samplerCUBE" ) || src.PeekTokenString( "sampler3D" ) || src.PeekTokenString( "sampler2DArrayShadow" ) ) )
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while( token == "uniform" &&
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( src.PeekTokenString( "sampler2D" ) ||
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src.PeekTokenString( "samplerCUBE" ) ||
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src.PeekTokenString( "sampler3D" ) ||
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src.PeekTokenString( "sampler2DArrayShadow" ) ||
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src.PeekTokenString( "sampler2DArray" ) ) )
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{
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idStr sampler;
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@ -1325,7 +1330,14 @@ idStr idRenderProgManager::ConvertCG2GLSL( const idStr& in, const char* name, bo
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if( idStr::Cmp( uniformList[i].c_str(), "rpShadowMatrices" ) == 0 )
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{
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program += va( "%s[/* %s */ %d + ", uniformArrayName, uniformList[i].c_str(), i );
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if( vkGLSL )
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{
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program += va( "%s[ ", uniformList[i].c_str() );
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}
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else
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{
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program += va( "%s[/* %s */ %d + ", uniformArrayName, uniformList[i].c_str(), i );
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}
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if( src.ExpectTokenString( "[" ) )
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{
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@ -1532,6 +1544,13 @@ idStr idRenderProgManager::ConvertCG2GLSL( const idStr& in, const char* name, bo
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{
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out += "\tvec4 ";
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out += uniformList[i];
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// TODO fix this ugly hack
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if( uniformList[i] == "rpShadowMatrices" )
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{
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out += "[6*4]";
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}
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out += ";\n";
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}
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out += "};\n";
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