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Address PR nitpick feedback
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committed by
Baldur Karlsson
parent
d7042643ce
commit
073f3c770a
@@ -144,7 +144,7 @@ const CopyFramebuffer &getCopyFramebuffer(WrappedOpenGL *driver,
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driver->glGetFramebufferAttachmentParameteriv(eGL_DRAW_FRAMEBUFFER, eGL_STENCIL_ATTACHMENT,
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eGL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE, &stencilType);
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auto it = copyFramebuffers.find(FramebufferKey{depthFormat, stencilFormat, numSamples});
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auto it = copyFramebuffers.find({depthFormat, stencilFormat, numSamples});
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if(it != copyFramebuffers.end())
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{
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return it->second;
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@@ -209,7 +209,7 @@ const CopyFramebuffer &getCopyFramebuffer(WrappedOpenGL *driver,
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driver->glBindFramebuffer(eGL_DRAW_FRAMEBUFFER, savedDrawFramebuffer);
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driver->glBindFramebuffer(eGL_READ_FRAMEBUFFER, savedReadFramebuffer);
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FramebufferKey key{depthFormat, stencilFormat, numSamples};
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FramebufferKey key = {depthFormat, stencilFormat, numSamples};
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copyFramebuffers[key] = copyFramebuffer;
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return copyFramebuffers[key];
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}
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@@ -370,10 +370,10 @@ bool PixelHistorySetupResources(WrappedOpenGL *driver, GLPixelHistoryResources &
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// SPIR-V shaders are always generated as desktop GL 430, for ease
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rdcstr spirvSource = GenerateGLSLShader(GetEmbeddedResource(glsl_pixelhistory_primid_frag),
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ShaderType::GLSPIRV, 430);
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rdcstr msCopySource = GenerateGLSLShader(GetEmbeddedResource(glsl_pixelhistory_mscopy_comp),
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ShaderType::GLSPIRV, 430);
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rdcstr msCopySource =
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GenerateGLSLShader(GetEmbeddedResource(glsl_pixelhistory_mscopy_comp), ShaderType::GLSL, 430);
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rdcstr msCopySourceDepth = GenerateGLSLShader(
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GetEmbeddedResource(glsl_pixelhistory_mscopy_depth_comp), ShaderType::GLSPIRV, 430);
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GetEmbeddedResource(glsl_pixelhistory_mscopy_depth_comp), ShaderType::GLSL, 430);
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resources.primitiveIdFragmentShaderSPIRV = CreateSPIRVShader(eGL_FRAGMENT_SHADER, spirvSource);
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resources.primitiveIdFragmentShader = CreateShader(eGL_FRAGMENT_SHADER, glslSource);
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resources.msCopyComputeProgram = CreateCShaderProgram(msCopySource);
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@@ -427,14 +427,7 @@ void CopyMSSample(WrappedOpenGL *driver, const GLPixelHistoryResources &resource
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driver->glUseProgram(resources.msCopyComputeProgram);
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GLint srcMSLoc = driver->glGetUniformLocation(resources.msCopyComputeProgram, "srcMS");
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// GLint srcDepthMSLoc = driver->glGetUniformLocation(resources.msCopyComputeProgram,
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// "srcDepthMS");
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// GLint srcStencilMSLoc =
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// driver->glGetUniformLocation(resources.msCopyComputeProgram, "srcStencilMS");
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driver->glUniform1i(srcMSLoc, 0);
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// driver->glUniform1i(srcDepthMSLoc, 1);
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// driver->glUniform1i(srcStencilMSLoc, 2);
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uint32_t uniforms[4] = {uint32_t(sampleIdx), uint32_t(x), uint32_t(y),
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0}; // { sampleIdx, x, y, dstOffset }
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