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https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-28 23:11:58 +00:00
- moved 2 more modules to 'common'.
This commit is contained in:
parent
f8dcb09ff0
commit
1346787e29
13 changed files with 23 additions and 23 deletions
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@ -941,7 +941,6 @@ set (PCH_SOURCES
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rendering/gl/renderer/gl_renderer.cpp
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rendering/gl/renderer/gl_stereo3d.cpp
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rendering/gl/shaders/gl_shader.cpp
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rendering/gl/shaders/gl_shaderprogram.cpp
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rendering/gl/system/gl_framebuffer.cpp
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rendering/hwrenderer/hw_entrypoint.cpp
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rendering/hwrenderer/data/hw_vertexbuilder.cpp
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@ -955,7 +954,6 @@ set (PCH_SOURCES
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rendering/hwrenderer/utility/hw_clock.cpp
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rendering/hwrenderer/utility/hw_draw2d.cpp
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rendering/hwrenderer/utility/hw_lighting.cpp
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rendering/hwrenderer/utility/hw_shaderpatcher.cpp
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maploader/edata.cpp
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maploader/specials.cpp
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maploader/maploader.cpp
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@ -1135,6 +1133,7 @@ set (PCH_SOURCES
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common/rendering/hwrenderer/data/hw_lightbuffer.cpp
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common/rendering/hwrenderer/data/hw_aabbtree.cpp
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common/rendering/hwrenderer/data/hw_shadowmap.cpp
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common/rendering/hwrenderer/data/hw_shaderpatcher.cpp
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common/rendering/hwrenderer/postprocessing/hw_postprocess.cpp
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common/rendering/hwrenderer/postprocessing/hw_postprocess_cvars.cpp
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common/rendering/gl_load/gl_interface.cpp
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@ -1146,6 +1145,7 @@ set (PCH_SOURCES
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common/rendering/gl/gl_buffers.cpp
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common/rendering/gl/gl_hwtexture.cpp
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common/rendering/gl/gl_samplers.cpp
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common/rendering/gl/gl_shaderprogram.cpp
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common/scripting/core/dictionary.cpp
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common/scripting/core/dynarrays.cpp
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common/scripting/core/symbols.cpp
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@ -27,7 +27,7 @@
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#include "gl_renderbuffers.h"
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#include "gl/renderer/gl_renderer.h"
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#include "gl_postprocessstate.h"
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#include "gl/shaders/gl_shaderprogram.h"
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#include "gl_shaderprogram.h"
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#include "hwrenderer/postprocessing/hw_postprocess.h"
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#include "hwrenderer/postprocessing/hw_postprocess_cvars.h"
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#include "flatvertices.h"
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@ -28,7 +28,7 @@
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#include "gl/renderer/gl_renderer.h"
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#include "gl_renderbuffers.h"
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#include "gl_postprocessstate.h"
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#include "gl/shaders/gl_shaderprogram.h"
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#include "gl_shaderprogram.h"
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#include "gl_buffers.h"
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#include "templates.h"
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#include <random>
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@ -24,8 +24,8 @@
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#include "gl_interface.h"
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#include "hw_cvars.h"
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#include "gl_debug.h"
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#include "gl/shaders/gl_shaderprogram.h"
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#include "hwrenderer/utility/hw_shaderpatcher.h"
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#include "gl_shaderprogram.h"
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#include "hw_shaderpatcher.h"
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#include "filesystem.h"
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#include "printf.h"
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@ -2,7 +2,7 @@
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#pragma once
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#include "gl_system.h"
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#include "gl_shader.h"
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#include "gl/shaders/gl_shader.h"
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#include "hwrenderer/postprocessing/hw_postprocess.h"
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namespace OpenGLRenderer
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@ -66,7 +66,7 @@ static FString NextGlslToken(const char *chars, long len, long &pos)
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pos = tokenEnd;
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return FString(chars + tokenStart, tokenEnd - tokenStart);
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}
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}
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static bool isShaderType(const char *name)
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{
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@ -395,8 +395,8 @@ void PPFXAA::CreateShaders()
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if (LastQuality == gl_fxaa)
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return;
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FXAALuma = { "shaders/glsl/fxaa.fp", "#define FXAA_LUMA_PASS\n", {} };
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FXAA = { "shaders/glsl/fxaa.fp", GetDefines(), FXAAUniforms::Desc(), GetMaxVersion() };
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FXAALuma = { "shaders/pp/fxaa.fp", "#define FXAA_LUMA_PASS\n", {} };
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FXAA = { "shaders/pp/fxaa.fp", GetDefines(), FXAAUniforms::Desc(), GetMaxVersion() };
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LastQuality = gl_fxaa;
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}
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@ -681,14 +681,14 @@ void PPAmbientOcclusion::CreateShaders()
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#define NUM_STEPS %d.0
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)", numDirections, numSteps);
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LinearDepth = { "shaders/glsl/lineardepth.fp", "", LinearDepthUniforms::Desc() };
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LinearDepthMS = { "shaders/glsl/lineardepth.fp", "#define MULTISAMPLE\n", LinearDepthUniforms::Desc() };
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AmbientOcclude = { "shaders/glsl/ssao.fp", defines, SSAOUniforms::Desc() };
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AmbientOccludeMS = { "shaders/glsl/ssao.fp", defines + "\n#define MULTISAMPLE\n", SSAOUniforms::Desc() };
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BlurVertical = { "shaders/glsl/depthblur.fp", "#define BLUR_VERTICAL\n", DepthBlurUniforms::Desc() };
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BlurHorizontal = { "shaders/glsl/depthblur.fp", "#define BLUR_HORIZONTAL\n", DepthBlurUniforms::Desc() };
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Combine = { "shaders/glsl/ssaocombine.fp", "", AmbientCombineUniforms::Desc() };
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CombineMS = { "shaders/glsl/ssaocombine.fp", "#define MULTISAMPLE\n", AmbientCombineUniforms::Desc() };
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LinearDepth = { "shaders/pp/lineardepth.fp", "", LinearDepthUniforms::Desc() };
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LinearDepthMS = { "shaders/pp/lineardepth.fp", "#define MULTISAMPLE\n", LinearDepthUniforms::Desc() };
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AmbientOcclude = { "shaders/pp/ssao.fp", defines, SSAOUniforms::Desc() };
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AmbientOccludeMS = { "shaders/pp/ssao.fp", defines + "\n#define MULTISAMPLE\n", SSAOUniforms::Desc() };
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BlurVertical = { "shaders/pp/depthblur.fp", "#define BLUR_VERTICAL\n", DepthBlurUniforms::Desc() };
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BlurHorizontal = { "shaders/pp/depthblur.fp", "#define BLUR_HORIZONTAL\n", DepthBlurUniforms::Desc() };
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Combine = { "shaders/pp/ssaocombine.fp", "", AmbientCombineUniforms::Desc() };
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CombineMS = { "shaders/pp/ssaocombine.fp", "#define MULTISAMPLE\n", AmbientCombineUniforms::Desc() };
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LastQuality = gl_ssao;
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}
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@ -55,7 +55,7 @@
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#include "gl/renderer/gl_renderer.h"
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#include "gl_renderstate.h"
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#include "gl_renderbuffers.h"
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#include "gl/shaders/gl_shaderprogram.h"
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#include "gl_shaderprogram.h"
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#include "hw_vrmodes.h"
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#include "flatvertices.h"
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#include "hwrenderer/scene/hw_skydome.h"
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@ -32,7 +32,7 @@
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#include "gl/system/gl_framebuffer.h"
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#include "gl_postprocessstate.h"
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#include "gl/system/gl_framebuffer.h"
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#include "gl/shaders/gl_shaderprogram.h"
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#include "gl_shaderprogram.h"
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#include "gl_buffers.h"
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#include "menu/menu.h"
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@ -35,7 +35,7 @@
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#include "md5.h"
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#include "m_misc.h"
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#include "gl/shaders/gl_shader.h"
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#include "hwrenderer/utility/hw_shaderpatcher.h"
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#include "hw_shaderpatcher.h"
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#include "hwrenderer/data/shaderuniforms.h"
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#include "hwrenderer/scene/hw_viewpointuniforms.h"
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#include "hw_lightbuffer.h"
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@ -51,7 +51,7 @@
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#include "hwrenderer/scene/hw_fakeflat.h"
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#include "hwrenderer/data/hw_viewpointbuffer.h"
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#include "hw_lightbuffer.h"
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#include "gl/shaders/gl_shaderprogram.h"
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#include "gl_shaderprogram.h"
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#include "gl_debug.h"
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#include "r_videoscale.h"
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#include "gl_buffers.h"
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@ -22,7 +22,7 @@
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#include "vk_shader.h"
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#include "vulkan/system/vk_builders.h"
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#include "hwrenderer/utility/hw_shaderpatcher.h"
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#include "hw_shaderpatcher.h"
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#include "filesystem.h"
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#include "engineerrors.h"
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#include <ShaderLang.h>
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