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- Remove uniforms from user shader code
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commit
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1 changed files with 55 additions and 6 deletions
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@ -52,11 +52,60 @@
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#include "gl/textures/gl_material.h"
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#include "gl/dynlights/gl_lightbuffer.h"
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//==========================================================================
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//
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//
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//
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//==========================================================================
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static bool IsGlslWhitespace(char c)
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{
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switch (c)
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{
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case ' ':
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case '\r':
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case '\n':
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case '\t':
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case '\f':
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return true;
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default:
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return false;
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}
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}
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static FString RemoveLegacyUserUniforms(FString code)
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{
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// User shaders must declare their uniforms via the GLDEFS file.
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// The following code searches for uniform declarations in the shader itself and replaces them with whitespace.
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long len = (long)code.Len();
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char *chars = code.LockBuffer();
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long startIndex = 0;
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while (true)
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{
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long matchIndex = code.IndexOf("uniform", startIndex);
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if (matchIndex == -1)
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break;
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bool isKeywordStart = matchIndex == 0 || IsGlslWhitespace(chars[matchIndex - 1]);
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bool isKeywordEnd = matchIndex + 7 == len || IsGlslWhitespace(chars[matchIndex + 7]);
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if (isKeywordStart && isKeywordEnd)
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{
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long statementEndIndex = code.IndexOf(';', matchIndex + 7);
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if (statementEndIndex == -1)
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statementEndIndex = len;
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for (long i = matchIndex; i < statementEndIndex; i++)
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{
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if (!IsGlslWhitespace(chars[i]))
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chars[i] = ' ';
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}
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startIndex = statementEndIndex;
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}
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else
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{
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startIndex = matchIndex + 7;
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}
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}
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code.UnlockBuffer();
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return code;
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}
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bool FShader::Load(const char * name, const char * vert_prog_lump, const char * frag_prog_lump, const char * proc_prog_lump, const char * defines)
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{
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@ -232,7 +281,7 @@ bool FShader::Load(const char * name, const char * vert_prog_lump, const char *
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FString fp_comb = vp_comb;
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vp_comb << vp_data.GetString().GetChars() << "\n";
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fp_comb << fp_data.GetString().GetChars() << "\n";
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fp_comb << RemoveLegacyUserUniforms(fp_data.GetString()).GetChars() << "\n";
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if (proc_prog_lump != NULL)
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{
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