- moved 2 more modules to 'common'.

This commit is contained in:
Christoph Oelckers 2020-04-26 21:38:34 +02:00
parent f8dcb09ff0
commit 1346787e29
13 changed files with 23 additions and 23 deletions

View file

@ -941,7 +941,6 @@ set (PCH_SOURCES
rendering/gl/renderer/gl_renderer.cpp
rendering/gl/renderer/gl_stereo3d.cpp
rendering/gl/shaders/gl_shader.cpp
rendering/gl/shaders/gl_shaderprogram.cpp
rendering/gl/system/gl_framebuffer.cpp
rendering/hwrenderer/hw_entrypoint.cpp
rendering/hwrenderer/data/hw_vertexbuilder.cpp
@ -955,7 +954,6 @@ set (PCH_SOURCES
rendering/hwrenderer/utility/hw_clock.cpp
rendering/hwrenderer/utility/hw_draw2d.cpp
rendering/hwrenderer/utility/hw_lighting.cpp
rendering/hwrenderer/utility/hw_shaderpatcher.cpp
maploader/edata.cpp
maploader/specials.cpp
maploader/maploader.cpp
@ -1135,6 +1133,7 @@ set (PCH_SOURCES
common/rendering/hwrenderer/data/hw_lightbuffer.cpp
common/rendering/hwrenderer/data/hw_aabbtree.cpp
common/rendering/hwrenderer/data/hw_shadowmap.cpp
common/rendering/hwrenderer/data/hw_shaderpatcher.cpp
common/rendering/hwrenderer/postprocessing/hw_postprocess.cpp
common/rendering/hwrenderer/postprocessing/hw_postprocess_cvars.cpp
common/rendering/gl_load/gl_interface.cpp
@ -1146,6 +1145,7 @@ set (PCH_SOURCES
common/rendering/gl/gl_buffers.cpp
common/rendering/gl/gl_hwtexture.cpp
common/rendering/gl/gl_samplers.cpp
common/rendering/gl/gl_shaderprogram.cpp
common/scripting/core/dictionary.cpp
common/scripting/core/dynarrays.cpp
common/scripting/core/symbols.cpp

View file

@ -27,7 +27,7 @@
#include "gl_renderbuffers.h"
#include "gl/renderer/gl_renderer.h"
#include "gl_postprocessstate.h"
#include "gl/shaders/gl_shaderprogram.h"
#include "gl_shaderprogram.h"
#include "hwrenderer/postprocessing/hw_postprocess.h"
#include "hwrenderer/postprocessing/hw_postprocess_cvars.h"
#include "flatvertices.h"

View file

@ -28,7 +28,7 @@
#include "gl/renderer/gl_renderer.h"
#include "gl_renderbuffers.h"
#include "gl_postprocessstate.h"
#include "gl/shaders/gl_shaderprogram.h"
#include "gl_shaderprogram.h"
#include "gl_buffers.h"
#include "templates.h"
#include <random>

View file

@ -24,8 +24,8 @@
#include "gl_interface.h"
#include "hw_cvars.h"
#include "gl_debug.h"
#include "gl/shaders/gl_shaderprogram.h"
#include "hwrenderer/utility/hw_shaderpatcher.h"
#include "gl_shaderprogram.h"
#include "hw_shaderpatcher.h"
#include "filesystem.h"
#include "printf.h"

View file

@ -2,7 +2,7 @@
#pragma once
#include "gl_system.h"
#include "gl_shader.h"
#include "gl/shaders/gl_shader.h"
#include "hwrenderer/postprocessing/hw_postprocess.h"
namespace OpenGLRenderer

View file

@ -66,7 +66,7 @@ static FString NextGlslToken(const char *chars, long len, long &pos)
pos = tokenEnd;
return FString(chars + tokenStart, tokenEnd - tokenStart);
}
}
static bool isShaderType(const char *name)
{

View file

@ -395,8 +395,8 @@ void PPFXAA::CreateShaders()
if (LastQuality == gl_fxaa)
return;
FXAALuma = { "shaders/glsl/fxaa.fp", "#define FXAA_LUMA_PASS\n", {} };
FXAA = { "shaders/glsl/fxaa.fp", GetDefines(), FXAAUniforms::Desc(), GetMaxVersion() };
FXAALuma = { "shaders/pp/fxaa.fp", "#define FXAA_LUMA_PASS\n", {} };
FXAA = { "shaders/pp/fxaa.fp", GetDefines(), FXAAUniforms::Desc(), GetMaxVersion() };
LastQuality = gl_fxaa;
}
@ -681,14 +681,14 @@ void PPAmbientOcclusion::CreateShaders()
#define NUM_STEPS %d.0
)", numDirections, numSteps);
LinearDepth = { "shaders/glsl/lineardepth.fp", "", LinearDepthUniforms::Desc() };
LinearDepthMS = { "shaders/glsl/lineardepth.fp", "#define MULTISAMPLE\n", LinearDepthUniforms::Desc() };
AmbientOcclude = { "shaders/glsl/ssao.fp", defines, SSAOUniforms::Desc() };
AmbientOccludeMS = { "shaders/glsl/ssao.fp", defines + "\n#define MULTISAMPLE\n", SSAOUniforms::Desc() };
BlurVertical = { "shaders/glsl/depthblur.fp", "#define BLUR_VERTICAL\n", DepthBlurUniforms::Desc() };
BlurHorizontal = { "shaders/glsl/depthblur.fp", "#define BLUR_HORIZONTAL\n", DepthBlurUniforms::Desc() };
Combine = { "shaders/glsl/ssaocombine.fp", "", AmbientCombineUniforms::Desc() };
CombineMS = { "shaders/glsl/ssaocombine.fp", "#define MULTISAMPLE\n", AmbientCombineUniforms::Desc() };
LinearDepth = { "shaders/pp/lineardepth.fp", "", LinearDepthUniforms::Desc() };
LinearDepthMS = { "shaders/pp/lineardepth.fp", "#define MULTISAMPLE\n", LinearDepthUniforms::Desc() };
AmbientOcclude = { "shaders/pp/ssao.fp", defines, SSAOUniforms::Desc() };
AmbientOccludeMS = { "shaders/pp/ssao.fp", defines + "\n#define MULTISAMPLE\n", SSAOUniforms::Desc() };
BlurVertical = { "shaders/pp/depthblur.fp", "#define BLUR_VERTICAL\n", DepthBlurUniforms::Desc() };
BlurHorizontal = { "shaders/pp/depthblur.fp", "#define BLUR_HORIZONTAL\n", DepthBlurUniforms::Desc() };
Combine = { "shaders/pp/ssaocombine.fp", "", AmbientCombineUniforms::Desc() };
CombineMS = { "shaders/pp/ssaocombine.fp", "#define MULTISAMPLE\n", AmbientCombineUniforms::Desc() };
LastQuality = gl_ssao;
}

View file

@ -55,7 +55,7 @@
#include "gl/renderer/gl_renderer.h"
#include "gl_renderstate.h"
#include "gl_renderbuffers.h"
#include "gl/shaders/gl_shaderprogram.h"
#include "gl_shaderprogram.h"
#include "hw_vrmodes.h"
#include "flatvertices.h"
#include "hwrenderer/scene/hw_skydome.h"

View file

@ -32,7 +32,7 @@
#include "gl/system/gl_framebuffer.h"
#include "gl_postprocessstate.h"
#include "gl/system/gl_framebuffer.h"
#include "gl/shaders/gl_shaderprogram.h"
#include "gl_shaderprogram.h"
#include "gl_buffers.h"
#include "menu/menu.h"

View file

@ -35,7 +35,7 @@
#include "md5.h"
#include "m_misc.h"
#include "gl/shaders/gl_shader.h"
#include "hwrenderer/utility/hw_shaderpatcher.h"
#include "hw_shaderpatcher.h"
#include "hwrenderer/data/shaderuniforms.h"
#include "hwrenderer/scene/hw_viewpointuniforms.h"
#include "hw_lightbuffer.h"

View file

@ -51,7 +51,7 @@
#include "hwrenderer/scene/hw_fakeflat.h"
#include "hwrenderer/data/hw_viewpointbuffer.h"
#include "hw_lightbuffer.h"
#include "gl/shaders/gl_shaderprogram.h"
#include "gl_shaderprogram.h"
#include "gl_debug.h"
#include "r_videoscale.h"
#include "gl_buffers.h"

View file

@ -22,7 +22,7 @@
#include "vk_shader.h"
#include "vulkan/system/vk_builders.h"
#include "hwrenderer/utility/hw_shaderpatcher.h"
#include "hw_shaderpatcher.h"
#include "filesystem.h"
#include "engineerrors.h"
#include <ShaderLang.h>