fixing compilation on macosx

This commit is contained in:
samcake 2015-03-09 14:25:59 -07:00
parent 55f797f349
commit ee5409b0a8
2 changed files with 316 additions and 309 deletions

View file

@ -88,6 +88,7 @@ void makeBindings(GLBackend::GLShader* shader) {
// now assign the ubo binding, then DON't relink!
//Check for gpu specific uniform slotBindings
#if defined(Q_OS_WIN)
loc = glGetUniformBlockIndex(glprogram, "transformObjectBuffer");
if (loc >= 0) {
glUniformBlockBinding(glprogram, loc, gpu::TRANSFORM_OBJECT_SLOT);
@ -99,7 +100,7 @@ void makeBindings(GLBackend::GLShader* shader) {
glUniformBlockBinding(glprogram, loc, gpu::TRANSFORM_CAMERA_SLOT);
shader->_transformCameraSlot = gpu::TRANSFORM_OBJECT_SLOT;
}
#endif
}
GLBackend::GLShader* compileShader(const Shader& shader) {
@ -360,21 +361,23 @@ ElementResource getFormatFromGLUniform(GLenum gltype) {
case GL_FLOAT_VEC2: return ElementResource(Element(VEC2, gpu::FLOAT, UNIFORM), Resource::BUFFER);
case GL_FLOAT_VEC3: return ElementResource(Element(VEC3, gpu::FLOAT, UNIFORM), Resource::BUFFER);
case GL_FLOAT_VEC4: return ElementResource(Element(VEC4, gpu::FLOAT, UNIFORM), Resource::BUFFER);
/*
case GL_DOUBLE: return ElementResource(Element(SCALAR, gpu::FLOAT, UNIFORM), Resource::BUFFER);
case GL_DOUBLE_VEC2: return ElementResource(Element(VEC2, gpu::FLOAT, UNIFORM), Resource::BUFFER);
case GL_DOUBLE_VEC3: return ElementResource(Element(VEC3, gpu::FLOAT, UNIFORM), Resource::BUFFER);
case GL_DOUBLE_VEC4: return ElementResource(Element(VEC4, gpu::FLOAT, UNIFORM), Resource::BUFFER);
*/
case GL_INT: return ElementResource(Element(SCALAR, gpu::INT32, UNIFORM), Resource::BUFFER);
case GL_INT_VEC2: return ElementResource(Element(VEC2, gpu::INT32, UNIFORM), Resource::BUFFER);
case GL_INT_VEC3: return ElementResource(Element(VEC3, gpu::INT32, UNIFORM), Resource::BUFFER);
case GL_INT_VEC4: return ElementResource(Element(VEC4, gpu::INT32, UNIFORM), Resource::BUFFER);
case GL_UNSIGNED_INT: return ElementResource(Element(SCALAR, gpu::UINT32, UNIFORM), Resource::BUFFER);
#if defined(Q_OS_WIN)
case GL_UNSIGNED_INT_VEC2: return ElementResource(Element(VEC2, gpu::UINT32, UNIFORM), Resource::BUFFER);
case GL_UNSIGNED_INT_VEC3: return ElementResource(Element(VEC3, gpu::UINT32, UNIFORM), Resource::BUFFER);
case GL_UNSIGNED_INT_VEC4: return ElementResource(Element(VEC4, gpu::UINT32, UNIFORM), Resource::BUFFER);
#endif
case GL_BOOL: return ElementResource(Element(SCALAR, gpu::BOOL, UNIFORM), Resource::BUFFER);
case GL_BOOL_VEC2: return ElementResource(Element(VEC2, gpu::BOOL, UNIFORM), Resource::BUFFER);
@ -405,18 +408,23 @@ ElementResource getFormatFromGLUniform(GLenum gltype) {
case GL_SAMPLER_1D: return ElementResource(Element(SCALAR, gpu::FLOAT, SAMPLER), Resource::TEXTURE_1D);
case GL_SAMPLER_2D: return ElementResource(Element(SCALAR, gpu::FLOAT, SAMPLER), Resource::TEXTURE_2D);
case GL_SAMPLER_2D_MULTISAMPLE: return ElementResource(Element(SCALAR, gpu::FLOAT, SAMPLER_MULTISAMPLE), Resource::TEXTURE_2D);
case GL_SAMPLER_3D: return ElementResource(Element(SCALAR, gpu::FLOAT, SAMPLER), Resource::TEXTURE_3D);
case GL_SAMPLER_CUBE: return ElementResource(Element(SCALAR, gpu::FLOAT, SAMPLER), Resource::TEXTURE_CUBE);
#if defined(Q_OS_WIN)
case GL_SAMPLER_2D_MULTISAMPLE: return ElementResource(Element(SCALAR, gpu::FLOAT, SAMPLER_MULTISAMPLE), Resource::TEXTURE_2D);
case GL_SAMPLER_1D_ARRAY: return ElementResource(Element(SCALAR, gpu::FLOAT, SAMPLER), Resource::TEXTURE_1D_ARRAY);
case GL_SAMPLER_2D_ARRAY: return ElementResource(Element(SCALAR, gpu::FLOAT, SAMPLER), Resource::TEXTURE_2D_ARRAY);
case GL_SAMPLER_2D_MULTISAMPLE_ARRAY: return ElementResource(Element(SCALAR, gpu::FLOAT, SAMPLER_MULTISAMPLE), Resource::TEXTURE_2D_ARRAY);
#endif
case GL_SAMPLER_2D_SHADOW: return ElementResource(Element(SCALAR, gpu::FLOAT, SAMPLER_SHADOW), Resource::TEXTURE_2D);
#if defined(Q_OS_WIN)
case GL_SAMPLER_CUBE_SHADOW: return ElementResource(Element(SCALAR, gpu::FLOAT, SAMPLER_SHADOW), Resource::TEXTURE_CUBE);
case GL_SAMPLER_2D_ARRAY_SHADOW: return ElementResource(Element(SCALAR, gpu::FLOAT, SAMPLER_SHADOW), Resource::TEXTURE_2D_ARRAY);
#endif
// {GL_SAMPLER_1D_SHADOW sampler1DShadow},
// {GL_SAMPLER_1D_ARRAY_SHADOW sampler1DArrayShadow},
@ -425,6 +433,7 @@ ElementResource getFormatFromGLUniform(GLenum gltype) {
// {GL_SAMPLER_2D_RECT sampler2DRect},
// {GL_SAMPLER_2D_RECT_SHADOW sampler2DRectShadow},
#if defined(Q_OS_WIN)
case GL_INT_SAMPLER_1D: return ElementResource(Element(SCALAR, gpu::INT32, SAMPLER), Resource::TEXTURE_1D);
case GL_INT_SAMPLER_2D: return ElementResource(Element(SCALAR, gpu::INT32, SAMPLER), Resource::TEXTURE_2D);
case GL_INT_SAMPLER_2D_MULTISAMPLE: return ElementResource(Element(SCALAR, gpu::INT32, SAMPLER_MULTISAMPLE), Resource::TEXTURE_2D);
@ -447,7 +456,7 @@ ElementResource getFormatFromGLUniform(GLenum gltype) {
case GL_UNSIGNED_INT_SAMPLER_1D_ARRAY: return ElementResource(Element(SCALAR, gpu::UINT32, SAMPLER), Resource::TEXTURE_1D_ARRAY);
case GL_UNSIGNED_INT_SAMPLER_2D_ARRAY: return ElementResource(Element(SCALAR, gpu::UINT32, SAMPLER), Resource::TEXTURE_2D_ARRAY);
case GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE_ARRAY: return ElementResource(Element(SCALAR, gpu::UINT32, SAMPLER_MULTISAMPLE), Resource::TEXTURE_2D_ARRAY);
#endif
// {GL_UNSIGNED_INT_SAMPLER_BUFFER usamplerBuffer},
// {GL_UNSIGNED_INT_SAMPLER_2D_RECT usampler2DRect},
/*
@ -542,6 +551,7 @@ bool isUnusedSlot(GLint binding) {
int makeUniformBlockSlots(GLuint glprogram, const Shader::BindingSet& slotBindings, Shader::SlotSet& buffers) {
GLint buffersCount = 0;
#if defined(Q_OS_WIN)
glGetProgramiv(glprogram, GL_ACTIVE_UNIFORM_BLOCKS, &buffersCount);
// fast exit
@ -595,7 +605,7 @@ int makeUniformBlockSlots(GLuint glprogram, const Shader::BindingSet& slotBindin
Element element(SCALAR, gpu::UINT32, gpu::UNIFORM_BUFFER);
buffers.insert(Shader::Slot(name, binding, element, Resource::BUFFER));
}
#endif
return buffersCount;
}

View file

@ -154,12 +154,9 @@ SunSkyStage::SunSkyStage() :
// Begining of march
setYearTime(60.0f);
auto skyShader = gpu::ShaderPointer(
gpu::Shader::createProgram(
gpu::ShaderPointer(gpu::Shader::createVertex(std::string(SkyFromAtmosphere_vert))),
gpu::ShaderPointer(gpu::Shader::createPixel(std::string(SkyFromAtmosphere_frag)))
)
);
auto skyFromAtmosphereVertex = gpu::ShaderPointer(gpu::Shader::createVertex(std::string(SkyFromAtmosphere_vert)));
auto skyFromAtmosphereFragment = gpu::ShaderPointer(gpu::Shader::createPixel(std::string(SkyFromAtmosphere_frag)));
auto skyShader = gpu::ShaderPointer(gpu::Shader::createProgram(skyFromAtmosphereVertex, skyFromAtmosphereFragment));
_skyPipeline = gpu::PipelinePointer(gpu::Pipeline::create(skyShader, gpu::States()));
}