- Remove uniforms from user shader code

This commit is contained in:
Magnus Norddahl 2018-02-10 12:52:59 +01:00
parent 94fbcacf22
commit f01ef3d7a7

View file

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