mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-15 00:51:24 +00:00
- fix shaders only being loaded from the engine pk3
This commit is contained in:
parent
6be5769746
commit
aa84f7b3e6
3 changed files with 18 additions and 9 deletions
|
@ -363,7 +363,7 @@ void VkPostprocess::CompileEffectShaders()
|
||||||
|
|
||||||
FString VkPostprocess::LoadShaderCode(const FString &lumpName, const FString &defines, int version)
|
FString VkPostprocess::LoadShaderCode(const FString &lumpName, const FString &defines, int version)
|
||||||
{
|
{
|
||||||
int lump = Wads.CheckNumForFullName(lumpName, 0);
|
int lump = Wads.CheckNumForFullName(lumpName);
|
||||||
if (lump == -1) I_FatalError("Unable to load '%s'", lumpName.GetChars());
|
if (lump == -1) I_FatalError("Unable to load '%s'", lumpName.GetChars());
|
||||||
FString code = Wads.ReadLump(lump).GetString().GetChars();
|
FString code = Wads.ReadLump(lump).GetString().GetChars();
|
||||||
|
|
||||||
|
|
|
@ -217,7 +217,7 @@ std::unique_ptr<VulkanShader> VkShaderManager::LoadVertShader(FString shadername
|
||||||
FString code = GetTargetGlslVersion();
|
FString code = GetTargetGlslVersion();
|
||||||
code << defines << shaderBindings;
|
code << defines << shaderBindings;
|
||||||
code << "#line 1\n";
|
code << "#line 1\n";
|
||||||
code << LoadShaderLump(vert_lump).GetChars() << "\n";
|
code << LoadPrivateShaderLump(vert_lump).GetChars() << "\n";
|
||||||
|
|
||||||
ShaderBuilder builder;
|
ShaderBuilder builder;
|
||||||
builder.setVertexShader(code);
|
builder.setVertexShader(code);
|
||||||
|
@ -233,19 +233,19 @@ std::unique_ptr<VulkanShader> VkShaderManager::LoadFragShader(FString shadername
|
||||||
if (gbufferpass) code << "#define GBUFFER_PASS\n";
|
if (gbufferpass) code << "#define GBUFFER_PASS\n";
|
||||||
|
|
||||||
code << "\n#line 1\n";
|
code << "\n#line 1\n";
|
||||||
code << LoadShaderLump(frag_lump).GetChars() << "\n";
|
code << LoadPrivateShaderLump(frag_lump).GetChars() << "\n";
|
||||||
|
|
||||||
if (material_lump)
|
if (material_lump)
|
||||||
{
|
{
|
||||||
if (material_lump[0] != '#')
|
if (material_lump[0] != '#')
|
||||||
{
|
{
|
||||||
FString pp_code = LoadShaderLump(material_lump);
|
FString pp_code = LoadPublicShaderLump(material_lump);
|
||||||
|
|
||||||
if (pp_code.IndexOf("ProcessMaterial") < 0)
|
if (pp_code.IndexOf("ProcessMaterial") < 0)
|
||||||
{
|
{
|
||||||
// this looks like an old custom hardware shader.
|
// this looks like an old custom hardware shader.
|
||||||
// add ProcessMaterial function that calls the older ProcessTexel function
|
// add ProcessMaterial function that calls the older ProcessTexel function
|
||||||
code << "\n" << LoadShaderLump("shaders/glsl/func_defaultmat.fp").GetChars() << "\n";
|
code << "\n" << LoadPrivateShaderLump("shaders/glsl/func_defaultmat.fp").GetChars() << "\n";
|
||||||
|
|
||||||
if (pp_code.IndexOf("ProcessTexel") < 0)
|
if (pp_code.IndexOf("ProcessTexel") < 0)
|
||||||
{
|
{
|
||||||
|
@ -269,7 +269,7 @@ std::unique_ptr<VulkanShader> VkShaderManager::LoadFragShader(FString shadername
|
||||||
|
|
||||||
if (pp_code.IndexOf("ProcessLight") < 0)
|
if (pp_code.IndexOf("ProcessLight") < 0)
|
||||||
{
|
{
|
||||||
code << "\n" << LoadShaderLump("shaders/glsl/func_defaultlight.fp").GetChars() << "\n";
|
code << "\n" << LoadPrivateShaderLump("shaders/glsl/func_defaultlight.fp").GetChars() << "\n";
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
|
@ -282,7 +282,7 @@ std::unique_ptr<VulkanShader> VkShaderManager::LoadFragShader(FString shadername
|
||||||
if (light_lump)
|
if (light_lump)
|
||||||
{
|
{
|
||||||
code << "\n#line 1\n";
|
code << "\n#line 1\n";
|
||||||
code << LoadShaderLump(light_lump).GetChars();
|
code << LoadPrivateShaderLump(light_lump).GetChars();
|
||||||
}
|
}
|
||||||
|
|
||||||
ShaderBuilder builder;
|
ShaderBuilder builder;
|
||||||
|
@ -295,7 +295,15 @@ FString VkShaderManager::GetTargetGlslVersion()
|
||||||
return "#version 450 core\n";
|
return "#version 450 core\n";
|
||||||
}
|
}
|
||||||
|
|
||||||
FString VkShaderManager::LoadShaderLump(const char *lumpname)
|
FString VkShaderManager::LoadPublicShaderLump(const char *lumpname)
|
||||||
|
{
|
||||||
|
int lump = Wads.CheckNumForFullName(lumpname);
|
||||||
|
if (lump == -1) I_Error("Unable to load '%s'", lumpname);
|
||||||
|
FMemLump data = Wads.ReadLump(lump);
|
||||||
|
return data.GetString();
|
||||||
|
}
|
||||||
|
|
||||||
|
FString VkShaderManager::LoadPrivateShaderLump(const char *lumpname)
|
||||||
{
|
{
|
||||||
int lump = Wads.CheckNumForFullName(lumpname, 0);
|
int lump = Wads.CheckNumForFullName(lumpname, 0);
|
||||||
if (lump == -1) I_Error("Unable to load '%s'", lumpname);
|
if (lump == -1) I_Error("Unable to load '%s'", lumpname);
|
||||||
|
|
|
@ -95,7 +95,8 @@ private:
|
||||||
std::unique_ptr<VulkanShader> LoadFragShader(FString shadername, const char *frag_lump, const char *material_lump, const char *light_lump, const char *defines, bool alphatest, bool gbufferpass);
|
std::unique_ptr<VulkanShader> LoadFragShader(FString shadername, const char *frag_lump, const char *material_lump, const char *light_lump, const char *defines, bool alphatest, bool gbufferpass);
|
||||||
|
|
||||||
FString GetTargetGlslVersion();
|
FString GetTargetGlslVersion();
|
||||||
FString LoadShaderLump(const char *lumpname);
|
FString LoadPublicShaderLump(const char *lumpname);
|
||||||
|
FString LoadPrivateShaderLump(const char *lumpname);
|
||||||
|
|
||||||
VulkanDevice *device;
|
VulkanDevice *device;
|
||||||
|
|
||||||
|
|
Loading…
Reference in a new issue