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fixing compilation on macosx
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parent
55f797f349
commit
ee5409b0a8
2 changed files with 316 additions and 309 deletions
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@ -88,6 +88,7 @@ void makeBindings(GLBackend::GLShader* shader) {
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// now assign the ubo binding, then DON't relink!
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//Check for gpu specific uniform slotBindings
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#if defined(Q_OS_WIN)
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loc = glGetUniformBlockIndex(glprogram, "transformObjectBuffer");
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if (loc >= 0) {
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glUniformBlockBinding(glprogram, loc, gpu::TRANSFORM_OBJECT_SLOT);
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@ -99,7 +100,7 @@ void makeBindings(GLBackend::GLShader* shader) {
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glUniformBlockBinding(glprogram, loc, gpu::TRANSFORM_CAMERA_SLOT);
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shader->_transformCameraSlot = gpu::TRANSFORM_OBJECT_SLOT;
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}
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#endif
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}
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GLBackend::GLShader* compileShader(const Shader& shader) {
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@ -360,21 +361,23 @@ ElementResource getFormatFromGLUniform(GLenum gltype) {
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case GL_FLOAT_VEC2: return ElementResource(Element(VEC2, gpu::FLOAT, UNIFORM), Resource::BUFFER);
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case GL_FLOAT_VEC3: return ElementResource(Element(VEC3, gpu::FLOAT, UNIFORM), Resource::BUFFER);
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case GL_FLOAT_VEC4: return ElementResource(Element(VEC4, gpu::FLOAT, UNIFORM), Resource::BUFFER);
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/*
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case GL_DOUBLE: return ElementResource(Element(SCALAR, gpu::FLOAT, UNIFORM), Resource::BUFFER);
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case GL_DOUBLE_VEC2: return ElementResource(Element(VEC2, gpu::FLOAT, UNIFORM), Resource::BUFFER);
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case GL_DOUBLE_VEC3: return ElementResource(Element(VEC3, gpu::FLOAT, UNIFORM), Resource::BUFFER);
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case GL_DOUBLE_VEC4: return ElementResource(Element(VEC4, gpu::FLOAT, UNIFORM), Resource::BUFFER);
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*/
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case GL_INT: return ElementResource(Element(SCALAR, gpu::INT32, UNIFORM), Resource::BUFFER);
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case GL_INT_VEC2: return ElementResource(Element(VEC2, gpu::INT32, UNIFORM), Resource::BUFFER);
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case GL_INT_VEC3: return ElementResource(Element(VEC3, gpu::INT32, UNIFORM), Resource::BUFFER);
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case GL_INT_VEC4: return ElementResource(Element(VEC4, gpu::INT32, UNIFORM), Resource::BUFFER);
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case GL_UNSIGNED_INT: return ElementResource(Element(SCALAR, gpu::UINT32, UNIFORM), Resource::BUFFER);
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#if defined(Q_OS_WIN)
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case GL_UNSIGNED_INT_VEC2: return ElementResource(Element(VEC2, gpu::UINT32, UNIFORM), Resource::BUFFER);
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case GL_UNSIGNED_INT_VEC3: return ElementResource(Element(VEC3, gpu::UINT32, UNIFORM), Resource::BUFFER);
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case GL_UNSIGNED_INT_VEC4: return ElementResource(Element(VEC4, gpu::UINT32, UNIFORM), Resource::BUFFER);
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#endif
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case GL_BOOL: return ElementResource(Element(SCALAR, gpu::BOOL, UNIFORM), Resource::BUFFER);
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case GL_BOOL_VEC2: return ElementResource(Element(VEC2, gpu::BOOL, UNIFORM), Resource::BUFFER);
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@ -405,18 +408,23 @@ ElementResource getFormatFromGLUniform(GLenum gltype) {
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case GL_SAMPLER_1D: return ElementResource(Element(SCALAR, gpu::FLOAT, SAMPLER), Resource::TEXTURE_1D);
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case GL_SAMPLER_2D: return ElementResource(Element(SCALAR, gpu::FLOAT, SAMPLER), Resource::TEXTURE_2D);
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case GL_SAMPLER_2D_MULTISAMPLE: return ElementResource(Element(SCALAR, gpu::FLOAT, SAMPLER_MULTISAMPLE), Resource::TEXTURE_2D);
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case GL_SAMPLER_3D: return ElementResource(Element(SCALAR, gpu::FLOAT, SAMPLER), Resource::TEXTURE_3D);
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case GL_SAMPLER_CUBE: return ElementResource(Element(SCALAR, gpu::FLOAT, SAMPLER), Resource::TEXTURE_CUBE);
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#if defined(Q_OS_WIN)
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case GL_SAMPLER_2D_MULTISAMPLE: return ElementResource(Element(SCALAR, gpu::FLOAT, SAMPLER_MULTISAMPLE), Resource::TEXTURE_2D);
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case GL_SAMPLER_1D_ARRAY: return ElementResource(Element(SCALAR, gpu::FLOAT, SAMPLER), Resource::TEXTURE_1D_ARRAY);
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case GL_SAMPLER_2D_ARRAY: return ElementResource(Element(SCALAR, gpu::FLOAT, SAMPLER), Resource::TEXTURE_2D_ARRAY);
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case GL_SAMPLER_2D_MULTISAMPLE_ARRAY: return ElementResource(Element(SCALAR, gpu::FLOAT, SAMPLER_MULTISAMPLE), Resource::TEXTURE_2D_ARRAY);
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#endif
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case GL_SAMPLER_2D_SHADOW: return ElementResource(Element(SCALAR, gpu::FLOAT, SAMPLER_SHADOW), Resource::TEXTURE_2D);
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#if defined(Q_OS_WIN)
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case GL_SAMPLER_CUBE_SHADOW: return ElementResource(Element(SCALAR, gpu::FLOAT, SAMPLER_SHADOW), Resource::TEXTURE_CUBE);
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case GL_SAMPLER_2D_ARRAY_SHADOW: return ElementResource(Element(SCALAR, gpu::FLOAT, SAMPLER_SHADOW), Resource::TEXTURE_2D_ARRAY);
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#endif
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// {GL_SAMPLER_1D_SHADOW sampler1DShadow},
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// {GL_SAMPLER_1D_ARRAY_SHADOW sampler1DArrayShadow},
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@ -425,6 +433,7 @@ ElementResource getFormatFromGLUniform(GLenum gltype) {
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// {GL_SAMPLER_2D_RECT sampler2DRect},
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// {GL_SAMPLER_2D_RECT_SHADOW sampler2DRectShadow},
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#if defined(Q_OS_WIN)
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case GL_INT_SAMPLER_1D: return ElementResource(Element(SCALAR, gpu::INT32, SAMPLER), Resource::TEXTURE_1D);
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case GL_INT_SAMPLER_2D: return ElementResource(Element(SCALAR, gpu::INT32, SAMPLER), Resource::TEXTURE_2D);
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case GL_INT_SAMPLER_2D_MULTISAMPLE: return ElementResource(Element(SCALAR, gpu::INT32, SAMPLER_MULTISAMPLE), Resource::TEXTURE_2D);
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@ -447,7 +456,7 @@ ElementResource getFormatFromGLUniform(GLenum gltype) {
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case GL_UNSIGNED_INT_SAMPLER_1D_ARRAY: return ElementResource(Element(SCALAR, gpu::UINT32, SAMPLER), Resource::TEXTURE_1D_ARRAY);
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case GL_UNSIGNED_INT_SAMPLER_2D_ARRAY: return ElementResource(Element(SCALAR, gpu::UINT32, SAMPLER), Resource::TEXTURE_2D_ARRAY);
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case GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE_ARRAY: return ElementResource(Element(SCALAR, gpu::UINT32, SAMPLER_MULTISAMPLE), Resource::TEXTURE_2D_ARRAY);
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#endif
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// {GL_UNSIGNED_INT_SAMPLER_BUFFER usamplerBuffer},
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// {GL_UNSIGNED_INT_SAMPLER_2D_RECT usampler2DRect},
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/*
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@ -542,6 +551,7 @@ bool isUnusedSlot(GLint binding) {
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int makeUniformBlockSlots(GLuint glprogram, const Shader::BindingSet& slotBindings, Shader::SlotSet& buffers) {
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GLint buffersCount = 0;
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#if defined(Q_OS_WIN)
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glGetProgramiv(glprogram, GL_ACTIVE_UNIFORM_BLOCKS, &buffersCount);
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// fast exit
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@ -595,7 +605,7 @@ int makeUniformBlockSlots(GLuint glprogram, const Shader::BindingSet& slotBindin
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Element element(SCALAR, gpu::UINT32, gpu::UNIFORM_BUFFER);
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buffers.insert(Shader::Slot(name, binding, element, Resource::BUFFER));
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}
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#endif
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return buffersCount;
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}
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@ -154,12 +154,9 @@ SunSkyStage::SunSkyStage() :
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// Begining of march
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setYearTime(60.0f);
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auto skyShader = gpu::ShaderPointer(
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gpu::Shader::createProgram(
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gpu::ShaderPointer(gpu::Shader::createVertex(std::string(SkyFromAtmosphere_vert))),
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gpu::ShaderPointer(gpu::Shader::createPixel(std::string(SkyFromAtmosphere_frag)))
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)
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);
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auto skyFromAtmosphereVertex = gpu::ShaderPointer(gpu::Shader::createVertex(std::string(SkyFromAtmosphere_vert)));
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auto skyFromAtmosphereFragment = gpu::ShaderPointer(gpu::Shader::createPixel(std::string(SkyFromAtmosphere_frag)));
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auto skyShader = gpu::ShaderPointer(gpu::Shader::createProgram(skyFromAtmosphereVertex, skyFromAtmosphereFragment));
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_skyPipeline = gpu::PipelinePointer(gpu::Pipeline::create(skyShader, gpu::States()));
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}
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