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- Make uniform removal a little bit more robust by only searching for known legacy uniforms
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f01ef3d7a7
commit
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1 changed files with 31 additions and 4 deletions
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@ -67,10 +67,26 @@ static bool IsGlslWhitespace(char c)
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}
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}
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static FString NextGlslToken(const char *chars, long len, long &pos)
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{
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// Eat whitespace
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long tokenStart = pos;
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while (tokenStart != len && IsGlslWhitespace(chars[tokenStart]))
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tokenStart++;
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// Find token end
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long tokenEnd = tokenStart;
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while (tokenEnd != len && !IsGlslWhitespace(chars[tokenEnd]) && chars[tokenEnd] != ';')
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tokenEnd++;
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pos = tokenEnd;
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return FString(chars + tokenStart, tokenEnd - tokenStart);
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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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// The following code searches for legacy 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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@ -82,14 +98,25 @@ static FString RemoveLegacyUserUniforms(FString code)
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if (matchIndex == -1)
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break;
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bool isLegacyUniformName = false;
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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 pos = matchIndex + 7;
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FString type = NextGlslToken(chars, len, pos);
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FString identifier = NextGlslToken(chars, len, pos);
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isLegacyUniformName = type.Compare("float") == 0 && identifier.Compare("timer") == 0;
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}
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if (isLegacyUniformName)
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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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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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@ -281,7 +308,7 @@ 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 << RemoveLegacyUserUniforms(fp_data.GetString()).GetChars() << "\n";
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fp_comb << fp_data.GetString().GetChars() << "\n";
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if (proc_prog_lump != NULL)
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{
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@ -298,7 +325,7 @@ bool FShader::Load(const char * name, const char * vert_prog_lump, const char *
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fp_comb.Substitute("vec4 frag = ProcessTexel();", "vec4 frag = Process(vec4(1.0));");
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}
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fp_comb << pp_data.GetString().GetChars();
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fp_comb << RemoveLegacyUserUniforms(pp_data.GetString()).GetChars();
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fp_comb.Substitute("gl_TexCoord[0]", "vTexCoord"); // fix old custom shaders.
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if (pp_data.GetString().IndexOf("ProcessLight") < 0)
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