mirror of
https://github.com/ZDoom/Raze.git
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6e49f0bf8f
Bone model support in GLES and ZScript quaternions.
293 lines
8.1 KiB
C++
293 lines
8.1 KiB
C++
/*
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** Postprocessing framework
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** Copyright (c) 2016-2020 Magnus Norddahl
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**
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** This software is provided 'as-is', without any express or implied
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** warranty. In no event will the authors be held liable for any damages
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** arising from the use of this software.
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**
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** Permission is granted to anyone to use this software for any purpose,
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** including commercial applications, and to alter it and redistribute it
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** freely, subject to the following restrictions:
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**
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** 1. The origin of this software must not be misrepresented; you must not
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** claim that you wrote the original software. If you use this software
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** in a product, an acknowledgment in the product documentation would be
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** appreciated but is not required.
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** 2. Altered source versions must be plainly marked as such, and must not be
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** misrepresented as being the original software.
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** 3. This notice may not be removed or altered from any source distribution.
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*/
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#include "gles_system.h"
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#include "v_video.h"
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#include "hw_cvars.h"
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#include "gles_shaderprogram.h"
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#include "hw_shaderpatcher.h"
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#include "filesystem.h"
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#include "printf.h"
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namespace OpenGLESRenderer
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{
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FString GetGLSLPrecision();
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bool IsShaderCacheActive();
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TArray<uint8_t> LoadCachedProgramBinary(const FString &vertex, const FString &fragment, uint32_t &binaryFormat);
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void SaveCachedProgramBinary(const FString &vertex, const FString &fragment, const TArray<uint8_t> &binary, uint32_t binaryFormat);
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FShaderProgram::FShaderProgram()
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{
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for (int i = 0; i < NumShaderTypes; i++)
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mShaders[i] = 0;
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}
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//==========================================================================
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//
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// Free shader program resources
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//
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//==========================================================================
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FShaderProgram::~FShaderProgram()
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{
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if (mProgram != 0)
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glDeleteProgram(mProgram);
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for (int i = 0; i < NumShaderTypes; i++)
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{
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if (mShaders[i] != 0)
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glDeleteShader(mShaders[i]);
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}
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}
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//==========================================================================
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//
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// Creates an OpenGL shader object for the specified type of shader
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//
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//==========================================================================
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void FShaderProgram::CreateShader(ShaderType type)
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{
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GLenum gltype = 0;
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switch (type)
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{
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default:
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case Vertex: gltype = GL_VERTEX_SHADER; break;
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case Fragment: gltype = GL_FRAGMENT_SHADER; break;
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}
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mShaders[type] = glCreateShader(gltype);
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}
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//==========================================================================
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//
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// Compiles a shader and attaches it the program object
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//
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//==========================================================================
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void FShaderProgram::Compile(ShaderType type, const char *lumpName, const char *defines, int maxGlslVersion)
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{
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int lump = fileSystem.CheckNumForFullName(lumpName);
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if (lump == -1) I_FatalError("Unable to load '%s'", lumpName);
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FString code = fileSystem.ReadFile(lump).GetString().GetChars();
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Compile(type, lumpName, code, defines, maxGlslVersion);
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}
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void FShaderProgram::Compile(ShaderType type, const char *name, const FString &code, const char *defines, int maxGlslVersion)
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{
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mShaderNames[type] = name;
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mShaderSources[type] = PatchShader(type, code, defines, maxGlslVersion);
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}
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void FShaderProgram::CompileShader(ShaderType type)
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{
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CreateShader(type);
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const auto &handle = mShaders[type];
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const FString &patchedCode = mShaderSources[type];
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int lengths[1] = { (int)patchedCode.Len() };
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const char *sources[1] = { patchedCode.GetChars() };
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glShaderSource(handle, 1, sources, lengths);
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glCompileShader(handle);
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GLint status = 0;
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glGetShaderiv(handle, GL_COMPILE_STATUS, &status);
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if (status == GL_FALSE)
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{
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I_FatalError("Compile Shader '%s':\n%s\n", mShaderNames[type].GetChars(), GetShaderInfoLog(handle).GetChars());
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}
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else
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{
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if (mProgram == 0)
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mProgram = glCreateProgram();
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glAttachShader(mProgram, handle);
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}
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}
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//==========================================================================
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//
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// Links a program with the compiled shaders
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//
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//==========================================================================
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void FShaderProgram::Link(const char *name)
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{
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uint32_t binaryFormat = 0;
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TArray<uint8_t> binary;
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if (IsShaderCacheActive())
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binary = LoadCachedProgramBinary(mShaderSources[Vertex], mShaderSources[Fragment], binaryFormat);
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bool loadedFromBinary = false;
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if (!loadedFromBinary)
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{
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CompileShader(Vertex);
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CompileShader(Fragment);
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glLinkProgram(mProgram);
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GLint status = 0;
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glGetProgramiv(mProgram, GL_LINK_STATUS, &status);
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if (status == GL_FALSE)
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{
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I_FatalError("Link Shader '%s':\n%s\n", name, GetProgramInfoLog(mProgram).GetChars());
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}
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}
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// This is only for old OpenGL which didn't allow to set the binding from within the shader.
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if (screen->glslversion < 4.20)
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{
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glUseProgram(mProgram);
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for (auto &uni : samplerstobind)
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{
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auto index = glGetUniformLocation(mProgram, uni.first);
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if (index >= 0)
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{
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glUniform1i(index, uni.second);
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}
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}
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}
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samplerstobind.Clear();
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samplerstobind.ShrinkToFit();
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}
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//==========================================================================
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//
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// Set uniform buffer location (only useful for GL 3.3)
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//
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//==========================================================================
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void FShaderProgram::SetUniformBufferLocation(int index, const char *name)
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{
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}
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//==========================================================================
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//
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// Makes the shader the active program
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//
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//==========================================================================
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void FShaderProgram::Bind()
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{
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glUseProgram(mProgram);
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}
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//==========================================================================
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//
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// Returns the shader info log (warnings and compile errors)
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//
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//==========================================================================
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FString FShaderProgram::GetShaderInfoLog(GLuint handle)
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{
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static char buffer[10000];
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GLsizei length = 0;
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buffer[0] = 0;
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glGetShaderInfoLog(handle, 10000, &length, buffer);
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return FString(buffer);
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}
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//==========================================================================
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//
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// Returns the program info log (warnings and compile errors)
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//
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//==========================================================================
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FString FShaderProgram::GetProgramInfoLog(GLuint handle)
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{
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static char buffer[10000];
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GLsizei length = 0;
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buffer[0] = 0;
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glGetProgramInfoLog(handle, 10000, &length, buffer);
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return FString(buffer);
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}
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//==========================================================================
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//
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// Patches a shader to be compatible with the version of OpenGL in use
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//
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//==========================================================================
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FString FShaderProgram::PatchShader(ShaderType type, const FString &code, const char *defines, int maxGlslVersion)
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{
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FString patchedCode;
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patchedCode.AppendFormat("#version %s\n", gles.shaderVersionString);
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patchedCode += GetGLSLPrecision();
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if (defines)
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patchedCode << defines;
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patchedCode << "#line 1\n";
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patchedCode << RemoveLayoutLocationDecl(code, type == Vertex ? "out" : "in");
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if (maxGlslVersion < 420)
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{
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// Here we must strip out all layout(binding) declarations for sampler uniforms and store them in 'samplerstobind' which can then be processed by the link function.
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patchedCode = RemoveSamplerBindings(patchedCode, samplerstobind);
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}
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return patchedCode;
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}
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/////////////////////////////////////////////////////////////////////////////
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void FPresentShaderBase::Init(const char * vtx_shader_name, const char * program_name)
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{
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FString prolog = Uniforms.CreateDeclaration("Uniforms", PresentUniforms::Desc());
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mShader.reset(new FShaderProgram());
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mShader->Compile(FShaderProgram::Vertex, "shaders_gles/pp/screenquad.vp", prolog, 330);
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mShader->Compile(FShaderProgram::Fragment, vtx_shader_name, prolog, 330);
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mShader->Link(program_name);
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mShader->Bind();
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Uniforms.Init();
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Uniforms.UniformLocation.resize(Uniforms.mFields.size());
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for (size_t n = 0; n < Uniforms.mFields.size(); n++)
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{
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int index = -1;
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UniformFieldDesc desc = Uniforms.mFields[n];
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index = glGetUniformLocation(mShader->mProgram, desc.Name);
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Uniforms.UniformLocation[n] = index;
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}
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}
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void FPresentShader::Bind()
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{
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if (!mShader)
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{
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Init("shaders_gles/pp/present.fp", "shaders_gles/pp/present");
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}
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mShader->Bind();
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}
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}
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