- Make uniform removal a little bit more robust by only searching for known legacy uniforms

This commit is contained in:
Magnus Norddahl 2018-02-10 14:06:17 +01:00
parent f01ef3d7a7
commit 5528d4157b
1 changed files with 31 additions and 4 deletions

View File

@ -67,10 +67,26 @@ static bool IsGlslWhitespace(char c)
}
}
static FString NextGlslToken(const char *chars, long len, long &pos)
{
// Eat whitespace
long tokenStart = pos;
while (tokenStart != len && IsGlslWhitespace(chars[tokenStart]))
tokenStart++;
// Find token end
long tokenEnd = tokenStart;
while (tokenEnd != len && !IsGlslWhitespace(chars[tokenEnd]) && chars[tokenEnd] != ';')
tokenEnd++;
pos = tokenEnd;
return FString(chars + tokenStart, tokenEnd - tokenStart);
}
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.
// The following code searches for legacy uniform declarations in the shader itself and replaces them with whitespace.
long len = (long)code.Len();
char *chars = code.LockBuffer();
@ -82,14 +98,25 @@ static FString RemoveLegacyUserUniforms(FString code)
if (matchIndex == -1)
break;
bool isLegacyUniformName = false;
bool isKeywordStart = matchIndex == 0 || IsGlslWhitespace(chars[matchIndex - 1]);
bool isKeywordEnd = matchIndex + 7 == len || IsGlslWhitespace(chars[matchIndex + 7]);
if (isKeywordStart && isKeywordEnd)
{
long pos = matchIndex + 7;
FString type = NextGlslToken(chars, len, pos);
FString identifier = NextGlslToken(chars, len, pos);
isLegacyUniformName = type.Compare("float") == 0 && identifier.Compare("timer") == 0;
}
if (isLegacyUniformName)
{
long statementEndIndex = code.IndexOf(';', matchIndex + 7);
if (statementEndIndex == -1)
statementEndIndex = len;
for (long i = matchIndex; i < statementEndIndex; i++)
for (long i = matchIndex; i <= statementEndIndex; i++)
{
if (!IsGlslWhitespace(chars[i]))
chars[i] = ' ';
@ -281,7 +308,7 @@ 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 << RemoveLegacyUserUniforms(fp_data.GetString()).GetChars() << "\n";
fp_comb << fp_data.GetString().GetChars() << "\n";
if (proc_prog_lump != NULL)
{
@ -298,7 +325,7 @@ bool FShader::Load(const char * name, const char * vert_prog_lump, const char *
fp_comb.Substitute("vec4 frag = ProcessTexel();", "vec4 frag = Process(vec4(1.0));");
}
fp_comb << pp_data.GetString().GetChars();
fp_comb << RemoveLegacyUserUniforms(pp_data.GetString()).GetChars();
fp_comb.Substitute("gl_TexCoord[0]", "vTexCoord"); // fix old custom shaders.
if (pp_data.GetString().IndexOf("ProcessLight") < 0)