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https://github.com/ZDoom/gzdoom-gles.git
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Merge branch 'vulkan2' of https://github.com/coelckers/gzdoom into vulkan2
This commit is contained in:
commit
1e3425910c
2 changed files with 13 additions and 6 deletions
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@ -858,7 +858,7 @@ PPCustomShaderInstance::PPCustomShaderInstance(PostProcessShader *desc) : Desc(d
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case PostProcessUniformType::Float: AddUniformField(offset, name, UniformType::Float, sizeof(float)); break;
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case PostProcessUniformType::Float: AddUniformField(offset, name, UniformType::Float, sizeof(float)); break;
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case PostProcessUniformType::Int: AddUniformField(offset, name, UniformType::Int, sizeof(int)); break;
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case PostProcessUniformType::Int: AddUniformField(offset, name, UniformType::Int, sizeof(int)); break;
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case PostProcessUniformType::Vec2: AddUniformField(offset, name, UniformType::Vec2, sizeof(float) * 2); break;
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case PostProcessUniformType::Vec2: AddUniformField(offset, name, UniformType::Vec2, sizeof(float) * 2); break;
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case PostProcessUniformType::Vec3: AddUniformField(offset, name, UniformType::Vec3, sizeof(float) * 3); break;
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case PostProcessUniformType::Vec3: AddUniformField(offset, name, UniformType::Vec3, sizeof(float) * 3, sizeof(float) * 4); break;
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default: break;
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default: break;
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}
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}
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}
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}
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@ -993,9 +993,9 @@ void PPCustomShaderInstance::SetUniforms(PPRenderState *renderstate)
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renderstate->Uniforms.Data = uniforms;
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renderstate->Uniforms.Data = uniforms;
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}
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}
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void PPCustomShaderInstance::AddUniformField(size_t &offset, const FString &name, UniformType type, size_t fieldsize)
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void PPCustomShaderInstance::AddUniformField(size_t &offset, const FString &name, UniformType type, size_t fieldsize, size_t alignment)
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{
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{
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size_t alignment = fieldsize;
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if (alignment == 0) alignment = fieldsize;
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offset = (offset + alignment - 1) / alignment * alignment;
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offset = (offset + alignment - 1) / alignment * alignment;
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FieldOffset[name] = offset;
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FieldOffset[name] = offset;
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@ -1004,6 +1004,14 @@ void PPCustomShaderInstance::AddUniformField(size_t &offset, const FString &name
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auto chars = name2->GetChars();
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auto chars = name2->GetChars();
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FieldNames.push_back(std::move(name2));
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FieldNames.push_back(std::move(name2));
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Fields.push_back({ chars, type, offset });
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Fields.push_back({ chars, type, offset });
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offset += fieldsize;
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offset += fieldsize;
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if (fieldsize != alignment) // Workaround for buggy OpenGL drivers that does not do std140 layout correctly for vec3
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{
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name2 = std::make_unique<FString>(name + "__padding");
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chars = name2->GetChars();
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FieldNames.push_back(std::move(name2));
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Fields.push_back({ chars, UniformType::Float, offset });
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offset += alignment - fieldsize;
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}
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}
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}
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@ -790,8 +790,7 @@ public:
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PostProcessShader *Desc = nullptr;
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PostProcessShader *Desc = nullptr;
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private:
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private:
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void CreateShaders();
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void AddUniformField(size_t &offset, const FString &name, UniformType type, size_t fieldsize, size_t alignment = 0);
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void AddUniformField(size_t &offset, const FString &name, UniformType type, size_t fieldsize);
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void SetTextures(PPRenderState *renderstate);
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void SetTextures(PPRenderState *renderstate);
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void SetUniforms(PPRenderState *renderstate);
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void SetUniforms(PPRenderState *renderstate);
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