mirror of
https://github.com/baldurk/renderdoc.git
synced 2026-08-10 08:41:04 +00:00
Fix a few typos, mostly using #define enum values not typed enum
This commit is contained in:
+140
-140
@@ -340,12 +340,12 @@ size_t QueryIdx(GLenum query)
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{
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switch(query)
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{
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case GL_SAMPLES_PASSED: return 0;
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case GL_ANY_SAMPLES_PASSED: return 1;
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case GL_ANY_SAMPLES_PASSED_CONSERVATIVE: return 2;
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case GL_PRIMITIVES_GENERATED: return 3;
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case GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN: return 4;
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case GL_TIME_ELAPSED: return 5;
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case eGL_SAMPLES_PASSED: return 0;
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case eGL_ANY_SAMPLES_PASSED: return 1;
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case eGL_ANY_SAMPLES_PASSED_CONSERVATIVE: return 2;
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case eGL_PRIMITIVES_GENERATED: return 3;
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case eGL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN: return 4;
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case eGL_TIME_ELAPSED: return 5;
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default:
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RDCERR("Unexpected enum as query target: %s", ToStr::Get(query).c_str());
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}
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@@ -725,73 +725,73 @@ static void ForAllProgramUniforms(const GLHookSet &gl, Serialiser *ser, GLuint p
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case eGL_DOUBLE_VEC4: gl.glGetUniformdv(progSrc, srcLocation, dv); break;
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// treat all samplers as just an int (since they just store their binding value)
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case GL_SAMPLER_1D:
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case GL_SAMPLER_2D:
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case GL_SAMPLER_3D:
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case GL_SAMPLER_CUBE:
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case GL_SAMPLER_CUBE_MAP_ARRAY:
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case GL_SAMPLER_1D_SHADOW:
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case GL_SAMPLER_2D_SHADOW:
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case GL_SAMPLER_1D_ARRAY:
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case GL_SAMPLER_2D_ARRAY:
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case GL_SAMPLER_1D_ARRAY_SHADOW:
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case GL_SAMPLER_2D_ARRAY_SHADOW:
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case GL_SAMPLER_2D_MULTISAMPLE:
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case GL_SAMPLER_2D_MULTISAMPLE_ARRAY:
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case GL_SAMPLER_CUBE_SHADOW:
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case GL_SAMPLER_BUFFER:
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case GL_SAMPLER_2D_RECT:
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case GL_SAMPLER_2D_RECT_SHADOW:
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case GL_INT_SAMPLER_1D:
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case GL_INT_SAMPLER_2D:
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case GL_INT_SAMPLER_3D:
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case GL_INT_SAMPLER_CUBE:
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case GL_INT_SAMPLER_1D_ARRAY:
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case GL_INT_SAMPLER_2D_ARRAY:
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case GL_INT_SAMPLER_2D_MULTISAMPLE:
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case GL_INT_SAMPLER_2D_MULTISAMPLE_ARRAY:
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case GL_INT_SAMPLER_BUFFER:
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case GL_INT_SAMPLER_2D_RECT:
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case GL_UNSIGNED_INT_SAMPLER_1D:
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case GL_UNSIGNED_INT_SAMPLER_2D:
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case GL_UNSIGNED_INT_SAMPLER_3D:
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case GL_UNSIGNED_INT_SAMPLER_CUBE:
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case GL_UNSIGNED_INT_SAMPLER_1D_ARRAY:
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case GL_UNSIGNED_INT_SAMPLER_2D_ARRAY:
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case GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE:
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case GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE_ARRAY:
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case GL_UNSIGNED_INT_SAMPLER_BUFFER:
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case GL_UNSIGNED_INT_SAMPLER_2D_RECT:
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case GL_IMAGE_1D:
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case GL_IMAGE_2D:
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case GL_IMAGE_3D:
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case GL_IMAGE_2D_RECT:
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case GL_IMAGE_CUBE:
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case GL_IMAGE_BUFFER:
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case GL_IMAGE_1D_ARRAY:
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case GL_IMAGE_2D_ARRAY:
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case GL_IMAGE_2D_MULTISAMPLE:
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case GL_IMAGE_2D_MULTISAMPLE_ARRAY:
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case GL_INT_IMAGE_1D:
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case GL_INT_IMAGE_2D:
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case GL_INT_IMAGE_3D:
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case GL_INT_IMAGE_2D_RECT:
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case GL_INT_IMAGE_CUBE:
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case GL_INT_IMAGE_BUFFER:
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case GL_INT_IMAGE_1D_ARRAY:
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case GL_INT_IMAGE_2D_ARRAY:
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case GL_INT_IMAGE_2D_MULTISAMPLE:
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case GL_INT_IMAGE_2D_MULTISAMPLE_ARRAY:
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case GL_UNSIGNED_INT_IMAGE_1D:
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case GL_UNSIGNED_INT_IMAGE_2D:
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case GL_UNSIGNED_INT_IMAGE_3D:
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case GL_UNSIGNED_INT_IMAGE_2D_RECT:
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case GL_UNSIGNED_INT_IMAGE_CUBE:
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case GL_UNSIGNED_INT_IMAGE_BUFFER:
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case GL_UNSIGNED_INT_IMAGE_1D_ARRAY:
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case GL_UNSIGNED_INT_IMAGE_2D_ARRAY:
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case GL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE:
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case GL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE_ARRAY:
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case eGL_SAMPLER_1D:
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case eGL_SAMPLER_2D:
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case eGL_SAMPLER_3D:
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case eGL_SAMPLER_CUBE:
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case eGL_SAMPLER_CUBE_MAP_ARRAY:
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case eGL_SAMPLER_1D_SHADOW:
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case eGL_SAMPLER_2D_SHADOW:
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case eGL_SAMPLER_1D_ARRAY:
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case eGL_SAMPLER_2D_ARRAY:
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case eGL_SAMPLER_1D_ARRAY_SHADOW:
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case eGL_SAMPLER_2D_ARRAY_SHADOW:
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case eGL_SAMPLER_2D_MULTISAMPLE:
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case eGL_SAMPLER_2D_MULTISAMPLE_ARRAY:
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case eGL_SAMPLER_CUBE_SHADOW:
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case eGL_SAMPLER_BUFFER:
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case eGL_SAMPLER_2D_RECT:
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case eGL_SAMPLER_2D_RECT_SHADOW:
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case eGL_INT_SAMPLER_1D:
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case eGL_INT_SAMPLER_2D:
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case eGL_INT_SAMPLER_3D:
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case eGL_INT_SAMPLER_CUBE:
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case eGL_INT_SAMPLER_1D_ARRAY:
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case eGL_INT_SAMPLER_2D_ARRAY:
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case eGL_INT_SAMPLER_2D_MULTISAMPLE:
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case eGL_INT_SAMPLER_2D_MULTISAMPLE_ARRAY:
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case eGL_INT_SAMPLER_BUFFER:
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case eGL_INT_SAMPLER_2D_RECT:
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case eGL_UNSIGNED_INT_SAMPLER_1D:
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case eGL_UNSIGNED_INT_SAMPLER_2D:
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case eGL_UNSIGNED_INT_SAMPLER_3D:
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case eGL_UNSIGNED_INT_SAMPLER_CUBE:
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case eGL_UNSIGNED_INT_SAMPLER_1D_ARRAY:
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case eGL_UNSIGNED_INT_SAMPLER_2D_ARRAY:
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case eGL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE:
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case eGL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE_ARRAY:
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case eGL_UNSIGNED_INT_SAMPLER_BUFFER:
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case eGL_UNSIGNED_INT_SAMPLER_2D_RECT:
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case eGL_IMAGE_1D:
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case eGL_IMAGE_2D:
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case eGL_IMAGE_3D:
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case eGL_IMAGE_2D_RECT:
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case eGL_IMAGE_CUBE:
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case eGL_IMAGE_BUFFER:
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case eGL_IMAGE_1D_ARRAY:
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case eGL_IMAGE_2D_ARRAY:
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case eGL_IMAGE_2D_MULTISAMPLE:
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case eGL_IMAGE_2D_MULTISAMPLE_ARRAY:
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case eGL_INT_IMAGE_1D:
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case eGL_INT_IMAGE_2D:
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case eGL_INT_IMAGE_3D:
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case eGL_INT_IMAGE_2D_RECT:
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case eGL_INT_IMAGE_CUBE:
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case eGL_INT_IMAGE_BUFFER:
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case eGL_INT_IMAGE_1D_ARRAY:
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case eGL_INT_IMAGE_2D_ARRAY:
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case eGL_INT_IMAGE_2D_MULTISAMPLE:
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case eGL_INT_IMAGE_2D_MULTISAMPLE_ARRAY:
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case eGL_UNSIGNED_INT_IMAGE_1D:
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case eGL_UNSIGNED_INT_IMAGE_2D:
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case eGL_UNSIGNED_INT_IMAGE_3D:
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case eGL_UNSIGNED_INT_IMAGE_2D_RECT:
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case eGL_UNSIGNED_INT_IMAGE_CUBE:
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case eGL_UNSIGNED_INT_IMAGE_BUFFER:
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case eGL_UNSIGNED_INT_IMAGE_1D_ARRAY:
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case eGL_UNSIGNED_INT_IMAGE_2D_ARRAY:
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case eGL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE:
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case eGL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE_ARRAY:
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case eGL_INT: gl.glGetUniformiv(progSrc, srcLocation, iv); break;
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case eGL_INT_VEC2: gl.glGetUniformiv(progSrc, srcLocation, iv); break;
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case eGL_INT_VEC3: gl.glGetUniformiv(progSrc, srcLocation, iv); break;
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@@ -844,73 +844,73 @@ static void ForAllProgramUniforms(const GLHookSet &gl, Serialiser *ser, GLuint p
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case eGL_DOUBLE_VEC4: gl.glProgramUniform4dv(progDst, newloc, 1, dv); break;
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// treat all samplers as just an int (since they just store their binding value)
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case GL_SAMPLER_1D:
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case GL_SAMPLER_2D:
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case GL_SAMPLER_3D:
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case GL_SAMPLER_CUBE:
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case GL_SAMPLER_CUBE_MAP_ARRAY:
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case GL_SAMPLER_1D_SHADOW:
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case GL_SAMPLER_2D_SHADOW:
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case GL_SAMPLER_1D_ARRAY:
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case GL_SAMPLER_2D_ARRAY:
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case GL_SAMPLER_1D_ARRAY_SHADOW:
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case GL_SAMPLER_2D_ARRAY_SHADOW:
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case GL_SAMPLER_2D_MULTISAMPLE:
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case GL_SAMPLER_2D_MULTISAMPLE_ARRAY:
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case GL_SAMPLER_CUBE_SHADOW:
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case GL_SAMPLER_BUFFER:
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case GL_SAMPLER_2D_RECT:
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case GL_SAMPLER_2D_RECT_SHADOW:
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case GL_INT_SAMPLER_1D:
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case GL_INT_SAMPLER_2D:
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case GL_INT_SAMPLER_3D:
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case GL_INT_SAMPLER_CUBE:
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case GL_INT_SAMPLER_1D_ARRAY:
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case GL_INT_SAMPLER_2D_ARRAY:
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case GL_INT_SAMPLER_2D_MULTISAMPLE:
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case GL_INT_SAMPLER_2D_MULTISAMPLE_ARRAY:
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case GL_INT_SAMPLER_BUFFER:
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case GL_INT_SAMPLER_2D_RECT:
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case GL_UNSIGNED_INT_SAMPLER_1D:
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case GL_UNSIGNED_INT_SAMPLER_2D:
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case GL_UNSIGNED_INT_SAMPLER_3D:
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case GL_UNSIGNED_INT_SAMPLER_CUBE:
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case GL_UNSIGNED_INT_SAMPLER_1D_ARRAY:
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case GL_UNSIGNED_INT_SAMPLER_2D_ARRAY:
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case GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE:
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case GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE_ARRAY:
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case GL_UNSIGNED_INT_SAMPLER_BUFFER:
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case GL_UNSIGNED_INT_SAMPLER_2D_RECT:
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case GL_IMAGE_1D:
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case GL_IMAGE_2D:
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case GL_IMAGE_3D:
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case GL_IMAGE_2D_RECT:
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case GL_IMAGE_CUBE:
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case GL_IMAGE_BUFFER:
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case GL_IMAGE_1D_ARRAY:
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case GL_IMAGE_2D_ARRAY:
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case GL_IMAGE_2D_MULTISAMPLE:
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case GL_IMAGE_2D_MULTISAMPLE_ARRAY:
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case GL_INT_IMAGE_1D:
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case GL_INT_IMAGE_2D:
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case GL_INT_IMAGE_3D:
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case GL_INT_IMAGE_2D_RECT:
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case GL_INT_IMAGE_CUBE:
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case GL_INT_IMAGE_BUFFER:
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case GL_INT_IMAGE_1D_ARRAY:
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case GL_INT_IMAGE_2D_ARRAY:
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case GL_INT_IMAGE_2D_MULTISAMPLE:
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case GL_INT_IMAGE_2D_MULTISAMPLE_ARRAY:
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case GL_UNSIGNED_INT_IMAGE_1D:
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case GL_UNSIGNED_INT_IMAGE_2D:
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case GL_UNSIGNED_INT_IMAGE_3D:
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case GL_UNSIGNED_INT_IMAGE_2D_RECT:
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case GL_UNSIGNED_INT_IMAGE_CUBE:
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case GL_UNSIGNED_INT_IMAGE_BUFFER:
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case GL_UNSIGNED_INT_IMAGE_1D_ARRAY:
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case GL_UNSIGNED_INT_IMAGE_2D_ARRAY:
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case GL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE:
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case GL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE_ARRAY:
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case eGL_SAMPLER_1D:
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case eGL_SAMPLER_2D:
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case eGL_SAMPLER_3D:
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case eGL_SAMPLER_CUBE:
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case eGL_SAMPLER_CUBE_MAP_ARRAY:
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case eGL_SAMPLER_1D_SHADOW:
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case eGL_SAMPLER_2D_SHADOW:
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case eGL_SAMPLER_1D_ARRAY:
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case eGL_SAMPLER_2D_ARRAY:
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case eGL_SAMPLER_1D_ARRAY_SHADOW:
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case eGL_SAMPLER_2D_ARRAY_SHADOW:
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case eGL_SAMPLER_2D_MULTISAMPLE:
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case eGL_SAMPLER_2D_MULTISAMPLE_ARRAY:
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case eGL_SAMPLER_CUBE_SHADOW:
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case eGL_SAMPLER_BUFFER:
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case eGL_SAMPLER_2D_RECT:
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case eGL_SAMPLER_2D_RECT_SHADOW:
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case eGL_INT_SAMPLER_1D:
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case eGL_INT_SAMPLER_2D:
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case eGL_INT_SAMPLER_3D:
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case eGL_INT_SAMPLER_CUBE:
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case eGL_INT_SAMPLER_1D_ARRAY:
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case eGL_INT_SAMPLER_2D_ARRAY:
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case eGL_INT_SAMPLER_2D_MULTISAMPLE:
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case eGL_INT_SAMPLER_2D_MULTISAMPLE_ARRAY:
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case eGL_INT_SAMPLER_BUFFER:
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case eGL_INT_SAMPLER_2D_RECT:
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case eGL_UNSIGNED_INT_SAMPLER_1D:
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case eGL_UNSIGNED_INT_SAMPLER_2D:
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case eGL_UNSIGNED_INT_SAMPLER_3D:
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case eGL_UNSIGNED_INT_SAMPLER_CUBE:
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case eGL_UNSIGNED_INT_SAMPLER_1D_ARRAY:
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case eGL_UNSIGNED_INT_SAMPLER_2D_ARRAY:
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case eGL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE:
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case eGL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE_ARRAY:
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case eGL_UNSIGNED_INT_SAMPLER_BUFFER:
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case eGL_UNSIGNED_INT_SAMPLER_2D_RECT:
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case eGL_IMAGE_1D:
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case eGL_IMAGE_2D:
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case eGL_IMAGE_3D:
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case eGL_IMAGE_2D_RECT:
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case eGL_IMAGE_CUBE:
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case eGL_IMAGE_BUFFER:
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case eGL_IMAGE_1D_ARRAY:
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case eGL_IMAGE_2D_ARRAY:
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case eGL_IMAGE_2D_MULTISAMPLE:
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case eGL_IMAGE_2D_MULTISAMPLE_ARRAY:
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case eGL_INT_IMAGE_1D:
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case eGL_INT_IMAGE_2D:
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case eGL_INT_IMAGE_3D:
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case eGL_INT_IMAGE_2D_RECT:
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case eGL_INT_IMAGE_CUBE:
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case eGL_INT_IMAGE_BUFFER:
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case eGL_INT_IMAGE_1D_ARRAY:
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case eGL_INT_IMAGE_2D_ARRAY:
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case eGL_INT_IMAGE_2D_MULTISAMPLE:
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case eGL_INT_IMAGE_2D_MULTISAMPLE_ARRAY:
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case eGL_UNSIGNED_INT_IMAGE_1D:
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case eGL_UNSIGNED_INT_IMAGE_2D:
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case eGL_UNSIGNED_INT_IMAGE_3D:
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case eGL_UNSIGNED_INT_IMAGE_2D_RECT:
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case eGL_UNSIGNED_INT_IMAGE_CUBE:
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case eGL_UNSIGNED_INT_IMAGE_BUFFER:
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case eGL_UNSIGNED_INT_IMAGE_1D_ARRAY:
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case eGL_UNSIGNED_INT_IMAGE_2D_ARRAY:
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case eGL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE:
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case eGL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE_ARRAY:
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case eGL_INT: gl.glProgramUniform1iv(progDst, newloc, 1, iv); break;
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case eGL_INT_VEC2: gl.glProgramUniform2iv(progDst, newloc, 1, iv); break;
|
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case eGL_INT_VEC3: gl.glProgramUniform3iv(progDst, newloc, 1, iv); break;
|
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@@ -1006,40 +1006,40 @@ void GLReplay::SavePipelineState()
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default:
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pipe.m_VtxIn.Topology = eTopology_Unknown;
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break;
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case GL_POINTS:
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case eGL_POINTS:
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pipe.m_VtxIn.Topology = eTopology_PointList;
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break;
|
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case GL_LINE_STRIP:
|
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case eGL_LINE_STRIP:
|
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pipe.m_VtxIn.Topology = eTopology_LineStrip;
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break;
|
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case GL_LINE_LOOP:
|
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case eGL_LINE_LOOP:
|
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pipe.m_VtxIn.Topology = eTopology_LineLoop;
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break;
|
||||
case GL_LINES:
|
||||
case eGL_LINES:
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pipe.m_VtxIn.Topology = eTopology_LineList;
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break;
|
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case GL_LINE_STRIP_ADJACENCY:
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||||
case eGL_LINE_STRIP_ADJACENCY:
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pipe.m_VtxIn.Topology = eTopology_LineStrip_Adj;
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||||
break;
|
||||
case GL_LINES_ADJACENCY:
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||||
case eGL_LINES_ADJACENCY:
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||||
pipe.m_VtxIn.Topology = eTopology_LineList_Adj;
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||||
break;
|
||||
case GL_TRIANGLE_STRIP:
|
||||
case eGL_TRIANGLE_STRIP:
|
||||
pipe.m_VtxIn.Topology = eTopology_TriangleStrip;
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||||
break;
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case GL_TRIANGLE_FAN:
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||||
case eGL_TRIANGLE_FAN:
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pipe.m_VtxIn.Topology = eTopology_TriangleFan;
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break;
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case GL_TRIANGLES:
|
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case eGL_TRIANGLES:
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pipe.m_VtxIn.Topology = eTopology_TriangleList;
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||||
break;
|
||||
case GL_TRIANGLE_STRIP_ADJACENCY:
|
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case eGL_TRIANGLE_STRIP_ADJACENCY:
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pipe.m_VtxIn.Topology = eTopology_TriangleStrip_Adj;
|
||||
break;
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||||
case GL_TRIANGLES_ADJACENCY:
|
||||
case eGL_TRIANGLES_ADJACENCY:
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||||
pipe.m_VtxIn.Topology = eTopology_TriangleList_Adj;
|
||||
break;
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||||
case GL_PATCHES:
|
||||
case eGL_PATCHES:
|
||||
{
|
||||
GLint patchCount = 3;
|
||||
gl.glGetIntegerv(eGL_PATCH_VERTICES, &patchCount);
|
||||
|
||||
@@ -208,237 +208,237 @@ void MakeShaderReflection(const GLHookSet &gl, GLenum shadType, GLuint sepProg,
|
||||
res.bindPoint = (int32_t)resources.size();
|
||||
|
||||
// float samplers
|
||||
if(values[0] == GL_SAMPLER_BUFFER)
|
||||
if(values[0] == eGL_SAMPLER_BUFFER)
|
||||
{
|
||||
res.resType = eResType_Buffer;
|
||||
res.variableType.descriptor.name = "samplerBuffer";
|
||||
res.variableType.descriptor.type = eVar_Float;
|
||||
}
|
||||
else if(values[0] == GL_SAMPLER_1D)
|
||||
else if(values[0] == eGL_SAMPLER_1D)
|
||||
{
|
||||
res.resType = eResType_Texture1D;
|
||||
res.variableType.descriptor.name = "sampler1D";
|
||||
res.variableType.descriptor.type = eVar_Float;
|
||||
}
|
||||
else if(values[0] == GL_SAMPLER_1D_ARRAY)
|
||||
else if(values[0] == eGL_SAMPLER_1D_ARRAY)
|
||||
{
|
||||
res.resType = eResType_Texture1DArray;
|
||||
res.variableType.descriptor.name = "sampler1DArray";
|
||||
res.variableType.descriptor.type = eVar_Float;
|
||||
}
|
||||
else if(values[0] == GL_SAMPLER_1D_SHADOW)
|
||||
else if(values[0] == eGL_SAMPLER_1D_SHADOW)
|
||||
{
|
||||
res.resType = eResType_Texture1D;
|
||||
res.variableType.descriptor.name = "sampler1DShadow";
|
||||
res.variableType.descriptor.type = eVar_Float;
|
||||
}
|
||||
else if(values[0] == GL_SAMPLER_1D_ARRAY_SHADOW)
|
||||
else if(values[0] == eGL_SAMPLER_1D_ARRAY_SHADOW)
|
||||
{
|
||||
res.resType = eResType_Texture1DArray;
|
||||
res.variableType.descriptor.name = "sampler1DArrayShadow";
|
||||
res.variableType.descriptor.type = eVar_Float;
|
||||
}
|
||||
else if(values[0] == GL_SAMPLER_2D)
|
||||
else if(values[0] == eGL_SAMPLER_2D)
|
||||
{
|
||||
res.resType = eResType_Texture2D;
|
||||
res.variableType.descriptor.name = "sampler2D";
|
||||
res.variableType.descriptor.type = eVar_Float;
|
||||
}
|
||||
else if(values[0] == GL_SAMPLER_2D_ARRAY)
|
||||
else if(values[0] == eGL_SAMPLER_2D_ARRAY)
|
||||
{
|
||||
res.resType = eResType_Texture2DArray;
|
||||
res.variableType.descriptor.name = "sampler2DArray";
|
||||
res.variableType.descriptor.type = eVar_Float;
|
||||
}
|
||||
else if(values[0] == GL_SAMPLER_2D_SHADOW)
|
||||
else if(values[0] == eGL_SAMPLER_2D_SHADOW)
|
||||
{
|
||||
res.resType = eResType_Texture2D;
|
||||
res.variableType.descriptor.name = "sampler2DShadow";
|
||||
res.variableType.descriptor.type = eVar_Float;
|
||||
}
|
||||
else if(values[0] == GL_SAMPLER_2D_ARRAY_SHADOW)
|
||||
else if(values[0] == eGL_SAMPLER_2D_ARRAY_SHADOW)
|
||||
{
|
||||
res.resType = eResType_Texture2DArray;
|
||||
res.variableType.descriptor.name = "sampler2DArrayShadow";
|
||||
res.variableType.descriptor.type = eVar_Float;
|
||||
}
|
||||
else if(values[0] == GL_SAMPLER_2D_RECT)
|
||||
else if(values[0] == eGL_SAMPLER_2D_RECT)
|
||||
{
|
||||
res.resType = eResType_TextureRect;
|
||||
res.variableType.descriptor.name = "sampler2DRect";
|
||||
res.variableType.descriptor.type = eVar_Float;
|
||||
}
|
||||
else if(values[0] == GL_SAMPLER_2D_RECT_SHADOW)
|
||||
else if(values[0] == eGL_SAMPLER_2D_RECT_SHADOW)
|
||||
{
|
||||
res.resType = eResType_TextureRect;
|
||||
res.variableType.descriptor.name = "sampler2DRectShadow";
|
||||
res.variableType.descriptor.type = eVar_Float;
|
||||
}
|
||||
else if(values[0] == GL_SAMPLER_3D)
|
||||
else if(values[0] == eGL_SAMPLER_3D)
|
||||
{
|
||||
res.resType = eResType_Texture3D;
|
||||
res.variableType.descriptor.name = "sampler3D";
|
||||
res.variableType.descriptor.type = eVar_Float;
|
||||
}
|
||||
else if(values[0] == GL_SAMPLER_CUBE)
|
||||
else if(values[0] == eGL_SAMPLER_CUBE)
|
||||
{
|
||||
res.resType = eResType_TextureCube;
|
||||
res.variableType.descriptor.name = "samplerCube";
|
||||
res.variableType.descriptor.type = eVar_Float;
|
||||
}
|
||||
else if(values[0] == GL_SAMPLER_CUBE_SHADOW)
|
||||
else if(values[0] == eGL_SAMPLER_CUBE_SHADOW)
|
||||
{
|
||||
res.resType = eResType_TextureCube;
|
||||
res.variableType.descriptor.name = "samplerCubeShadow";
|
||||
res.variableType.descriptor.type = eVar_Float;
|
||||
}
|
||||
else if(values[0] == GL_SAMPLER_CUBE_MAP_ARRAY)
|
||||
else if(values[0] == eGL_SAMPLER_CUBE_MAP_ARRAY)
|
||||
{
|
||||
res.resType = eResType_TextureCubeArray;
|
||||
res.variableType.descriptor.name = "samplerCubeArray";
|
||||
res.variableType.descriptor.type = eVar_Float;
|
||||
}
|
||||
else if(values[0] == GL_SAMPLER_2D_MULTISAMPLE)
|
||||
else if(values[0] == eGL_SAMPLER_2D_MULTISAMPLE)
|
||||
{
|
||||
res.resType = eResType_Texture2DMS;
|
||||
res.variableType.descriptor.name = "sampler2DMS";
|
||||
res.variableType.descriptor.type = eVar_Float;
|
||||
}
|
||||
else if(values[0] == GL_SAMPLER_2D_MULTISAMPLE_ARRAY)
|
||||
else if(values[0] == eGL_SAMPLER_2D_MULTISAMPLE_ARRAY)
|
||||
{
|
||||
res.resType = eResType_Texture2DMSArray;
|
||||
res.variableType.descriptor.name = "sampler2DMSArray";
|
||||
res.variableType.descriptor.type = eVar_Float;
|
||||
}
|
||||
// int samplers
|
||||
else if(values[0] == GL_INT_SAMPLER_BUFFER)
|
||||
else if(values[0] == eGL_INT_SAMPLER_BUFFER)
|
||||
{
|
||||
res.resType = eResType_Buffer;
|
||||
res.variableType.descriptor.name = "samplerBuffer";
|
||||
res.variableType.descriptor.type = eVar_Int;
|
||||
}
|
||||
else if(values[0] == GL_INT_SAMPLER_1D)
|
||||
else if(values[0] == eGL_INT_SAMPLER_1D)
|
||||
{
|
||||
res.resType = eResType_Texture1D;
|
||||
res.variableType.descriptor.name = "sampler1D";
|
||||
res.variableType.descriptor.type = eVar_Int;
|
||||
}
|
||||
else if(values[0] == GL_INT_SAMPLER_1D_ARRAY)
|
||||
else if(values[0] == eGL_INT_SAMPLER_1D_ARRAY)
|
||||
{
|
||||
res.resType = eResType_Texture1DArray;
|
||||
res.variableType.descriptor.name = "sampler1DArray";
|
||||
res.variableType.descriptor.type = eVar_Int;
|
||||
}
|
||||
else if(values[0] == GL_INT_SAMPLER_2D)
|
||||
else if(values[0] == eGL_INT_SAMPLER_2D)
|
||||
{
|
||||
res.resType = eResType_Texture2D;
|
||||
res.variableType.descriptor.name = "sampler2D";
|
||||
res.variableType.descriptor.type = eVar_Int;
|
||||
}
|
||||
else if(values[0] == GL_INT_SAMPLER_2D_ARRAY)
|
||||
else if(values[0] == eGL_INT_SAMPLER_2D_ARRAY)
|
||||
{
|
||||
res.resType = eResType_Texture2DArray;
|
||||
res.variableType.descriptor.name = "sampler2DArray";
|
||||
res.variableType.descriptor.type = eVar_Int;
|
||||
}
|
||||
else if(values[0] == GL_INT_SAMPLER_2D_RECT)
|
||||
else if(values[0] == eGL_INT_SAMPLER_2D_RECT)
|
||||
{
|
||||
res.resType = eResType_TextureRect;
|
||||
res.variableType.descriptor.name = "sampler2DRect";
|
||||
res.variableType.descriptor.type = eVar_Int;
|
||||
}
|
||||
else if(values[0] == GL_INT_SAMPLER_3D)
|
||||
else if(values[0] == eGL_INT_SAMPLER_3D)
|
||||
{
|
||||
res.resType = eResType_Texture3D;
|
||||
res.variableType.descriptor.name = "sampler3D";
|
||||
res.variableType.descriptor.type = eVar_Int;
|
||||
}
|
||||
else if(values[0] == GL_INT_SAMPLER_CUBE)
|
||||
else if(values[0] == eGL_INT_SAMPLER_CUBE)
|
||||
{
|
||||
res.resType = eResType_TextureCube;
|
||||
res.variableType.descriptor.name = "samplerCube";
|
||||
res.variableType.descriptor.type = eVar_Int;
|
||||
}
|
||||
else if(values[0] == GL_INT_SAMPLER_CUBE_MAP_ARRAY)
|
||||
else if(values[0] == eGL_INT_SAMPLER_CUBE_MAP_ARRAY)
|
||||
{
|
||||
res.resType = eResType_TextureCubeArray;
|
||||
res.variableType.descriptor.name = "samplerCubeArray";
|
||||
res.variableType.descriptor.type = eVar_Int;
|
||||
}
|
||||
else if(values[0] == GL_INT_SAMPLER_2D_MULTISAMPLE)
|
||||
else if(values[0] == eGL_INT_SAMPLER_2D_MULTISAMPLE)
|
||||
{
|
||||
res.resType = eResType_Texture2DMS;
|
||||
res.variableType.descriptor.name = "sampler2DMS";
|
||||
res.variableType.descriptor.type = eVar_Int;
|
||||
}
|
||||
else if(values[0] == GL_INT_SAMPLER_2D_MULTISAMPLE_ARRAY)
|
||||
else if(values[0] == eGL_INT_SAMPLER_2D_MULTISAMPLE_ARRAY)
|
||||
{
|
||||
res.resType = eResType_Texture2DMSArray;
|
||||
res.variableType.descriptor.name = "sampler2DMSArray";
|
||||
res.variableType.descriptor.type = eVar_Int;
|
||||
}
|
||||
// unsigned int samplers
|
||||
else if(values[0] == GL_UNSIGNED_INT_SAMPLER_BUFFER)
|
||||
else if(values[0] == eGL_UNSIGNED_INT_SAMPLER_BUFFER)
|
||||
{
|
||||
res.resType = eResType_Buffer;
|
||||
res.variableType.descriptor.name = "samplerBuffer";
|
||||
res.variableType.descriptor.type = eVar_UInt;
|
||||
}
|
||||
else if(values[0] == GL_UNSIGNED_INT_SAMPLER_1D)
|
||||
else if(values[0] == eGL_UNSIGNED_INT_SAMPLER_1D)
|
||||
{
|
||||
res.resType = eResType_Texture1D;
|
||||
res.variableType.descriptor.name = "sampler1D";
|
||||
res.variableType.descriptor.type = eVar_UInt;
|
||||
}
|
||||
else if(values[0] == GL_UNSIGNED_INT_SAMPLER_1D_ARRAY)
|
||||
else if(values[0] == eGL_UNSIGNED_INT_SAMPLER_1D_ARRAY)
|
||||
{
|
||||
res.resType = eResType_Texture1DArray;
|
||||
res.variableType.descriptor.name = "sampler1DArray";
|
||||
res.variableType.descriptor.type = eVar_UInt;
|
||||
}
|
||||
else if(values[0] == GL_UNSIGNED_INT_SAMPLER_2D)
|
||||
else if(values[0] == eGL_UNSIGNED_INT_SAMPLER_2D)
|
||||
{
|
||||
res.resType = eResType_Texture2D;
|
||||
res.variableType.descriptor.name = "sampler2D";
|
||||
res.variableType.descriptor.type = eVar_UInt;
|
||||
}
|
||||
else if(values[0] == GL_UNSIGNED_INT_SAMPLER_2D_ARRAY)
|
||||
else if(values[0] == eGL_UNSIGNED_INT_SAMPLER_2D_ARRAY)
|
||||
{
|
||||
res.resType = eResType_Texture2DArray;
|
||||
res.variableType.descriptor.name = "sampler2DArray";
|
||||
res.variableType.descriptor.type = eVar_UInt;
|
||||
}
|
||||
else if(values[0] == GL_UNSIGNED_INT_SAMPLER_2D_RECT)
|
||||
else if(values[0] == eGL_UNSIGNED_INT_SAMPLER_2D_RECT)
|
||||
{
|
||||
res.resType = eResType_TextureRect;
|
||||
res.variableType.descriptor.name = "sampler2DRect";
|
||||
res.variableType.descriptor.type = eVar_UInt;
|
||||
}
|
||||
else if(values[0] == GL_UNSIGNED_INT_SAMPLER_3D)
|
||||
else if(values[0] == eGL_UNSIGNED_INT_SAMPLER_3D)
|
||||
{
|
||||
res.resType = eResType_Texture3D;
|
||||
res.variableType.descriptor.name = "sampler3D";
|
||||
res.variableType.descriptor.type = eVar_UInt;
|
||||
}
|
||||
else if(values[0] == GL_UNSIGNED_INT_SAMPLER_CUBE)
|
||||
else if(values[0] == eGL_UNSIGNED_INT_SAMPLER_CUBE)
|
||||
{
|
||||
res.resType = eResType_TextureCube;
|
||||
res.variableType.descriptor.name = "samplerCube";
|
||||
res.variableType.descriptor.type = eVar_UInt;
|
||||
}
|
||||
else if(values[0] == GL_UNSIGNED_INT_SAMPLER_CUBE_MAP_ARRAY)
|
||||
else if(values[0] == eGL_UNSIGNED_INT_SAMPLER_CUBE_MAP_ARRAY)
|
||||
{
|
||||
res.resType = eResType_TextureCubeArray;
|
||||
res.variableType.descriptor.name = "samplerCubeArray";
|
||||
res.variableType.descriptor.type = eVar_UInt;
|
||||
}
|
||||
else if(values[0] == GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE)
|
||||
else if(values[0] == eGL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE)
|
||||
{
|
||||
res.resType = eResType_Texture2DMS;
|
||||
res.variableType.descriptor.name = "sampler2DMS";
|
||||
res.variableType.descriptor.type = eVar_UInt;
|
||||
}
|
||||
else if(values[0] == GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE_ARRAY)
|
||||
else if(values[0] == eGL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE_ARRAY)
|
||||
{
|
||||
res.resType = eResType_Texture2DMSArray;
|
||||
res.variableType.descriptor.name = "sampler2DMSArray";
|
||||
@@ -515,50 +515,50 @@ void MakeShaderReflection(const GLHookSet &gl, GLenum shadType, GLuint sepProg,
|
||||
// set type (or bail if it's not a variable - sampler or such)
|
||||
switch(values[0])
|
||||
{
|
||||
case GL_FLOAT_VEC4:
|
||||
case GL_FLOAT_VEC3:
|
||||
case GL_FLOAT_VEC2:
|
||||
case GL_FLOAT:
|
||||
case GL_FLOAT_MAT4:
|
||||
case GL_FLOAT_MAT3:
|
||||
case GL_FLOAT_MAT2:
|
||||
case GL_FLOAT_MAT4x2:
|
||||
case GL_FLOAT_MAT4x3:
|
||||
case GL_FLOAT_MAT3x4:
|
||||
case GL_FLOAT_MAT3x2:
|
||||
case GL_FLOAT_MAT2x4:
|
||||
case GL_FLOAT_MAT2x3:
|
||||
case eGL_FLOAT_VEC4:
|
||||
case eGL_FLOAT_VEC3:
|
||||
case eGL_FLOAT_VEC2:
|
||||
case eGL_FLOAT:
|
||||
case eGL_FLOAT_MAT4:
|
||||
case eGL_FLOAT_MAT3:
|
||||
case eGL_FLOAT_MAT2:
|
||||
case eGL_FLOAT_MAT4x2:
|
||||
case eGL_FLOAT_MAT4x3:
|
||||
case eGL_FLOAT_MAT3x4:
|
||||
case eGL_FLOAT_MAT3x2:
|
||||
case eGL_FLOAT_MAT2x4:
|
||||
case eGL_FLOAT_MAT2x3:
|
||||
var.type.descriptor.type = eVar_Float;
|
||||
break;
|
||||
case GL_DOUBLE_VEC4:
|
||||
case GL_DOUBLE_VEC3:
|
||||
case GL_DOUBLE_VEC2:
|
||||
case GL_DOUBLE:
|
||||
case GL_DOUBLE_MAT4:
|
||||
case GL_DOUBLE_MAT3:
|
||||
case GL_DOUBLE_MAT2:
|
||||
case GL_DOUBLE_MAT4x2:
|
||||
case GL_DOUBLE_MAT4x3:
|
||||
case GL_DOUBLE_MAT3x4:
|
||||
case GL_DOUBLE_MAT3x2:
|
||||
case GL_DOUBLE_MAT2x4:
|
||||
case GL_DOUBLE_MAT2x3:
|
||||
case eGL_DOUBLE_VEC4:
|
||||
case eGL_DOUBLE_VEC3:
|
||||
case eGL_DOUBLE_VEC2:
|
||||
case eGL_DOUBLE:
|
||||
case eGL_DOUBLE_MAT4:
|
||||
case eGL_DOUBLE_MAT3:
|
||||
case eGL_DOUBLE_MAT2:
|
||||
case eGL_DOUBLE_MAT4x2:
|
||||
case eGL_DOUBLE_MAT4x3:
|
||||
case eGL_DOUBLE_MAT3x4:
|
||||
case eGL_DOUBLE_MAT3x2:
|
||||
case eGL_DOUBLE_MAT2x4:
|
||||
case eGL_DOUBLE_MAT2x3:
|
||||
var.type.descriptor.type = eVar_Double;
|
||||
break;
|
||||
case GL_UNSIGNED_INT_VEC4:
|
||||
case GL_UNSIGNED_INT_VEC3:
|
||||
case GL_UNSIGNED_INT_VEC2:
|
||||
case GL_UNSIGNED_INT:
|
||||
case GL_BOOL_VEC4:
|
||||
case GL_BOOL_VEC3:
|
||||
case GL_BOOL_VEC2:
|
||||
case GL_BOOL:
|
||||
case eGL_UNSIGNED_INT_VEC4:
|
||||
case eGL_UNSIGNED_INT_VEC3:
|
||||
case eGL_UNSIGNED_INT_VEC2:
|
||||
case eGL_UNSIGNED_INT:
|
||||
case eGL_BOOL_VEC4:
|
||||
case eGL_BOOL_VEC3:
|
||||
case eGL_BOOL_VEC2:
|
||||
case eGL_BOOL:
|
||||
var.type.descriptor.type = eVar_UInt;
|
||||
break;
|
||||
case GL_INT_VEC4:
|
||||
case GL_INT_VEC3:
|
||||
case GL_INT_VEC2:
|
||||
case GL_INT:
|
||||
case eGL_INT_VEC4:
|
||||
case eGL_INT_VEC3:
|
||||
case eGL_INT_VEC2:
|
||||
case eGL_INT:
|
||||
var.type.descriptor.type = eVar_Int;
|
||||
break;
|
||||
default:
|
||||
@@ -571,28 +571,28 @@ void MakeShaderReflection(const GLHookSet &gl, GLenum shadType, GLuint sepProg,
|
||||
|
||||
switch(values[0])
|
||||
{
|
||||
case GL_FLOAT_MAT4:
|
||||
case GL_DOUBLE_MAT4:
|
||||
case GL_FLOAT_MAT2x4:
|
||||
case GL_DOUBLE_MAT2x4:
|
||||
case GL_FLOAT_MAT3x4:
|
||||
case GL_DOUBLE_MAT3x4:
|
||||
case eGL_FLOAT_MAT4:
|
||||
case eGL_DOUBLE_MAT4:
|
||||
case eGL_FLOAT_MAT2x4:
|
||||
case eGL_DOUBLE_MAT2x4:
|
||||
case eGL_FLOAT_MAT3x4:
|
||||
case eGL_DOUBLE_MAT3x4:
|
||||
var.type.descriptor.rows = 4;
|
||||
break;
|
||||
case GL_FLOAT_MAT3:
|
||||
case GL_DOUBLE_MAT3:
|
||||
case GL_FLOAT_MAT4x3:
|
||||
case GL_DOUBLE_MAT4x3:
|
||||
case GL_FLOAT_MAT2x3:
|
||||
case GL_DOUBLE_MAT2x3:
|
||||
case eGL_FLOAT_MAT3:
|
||||
case eGL_DOUBLE_MAT3:
|
||||
case eGL_FLOAT_MAT4x3:
|
||||
case eGL_DOUBLE_MAT4x3:
|
||||
case eGL_FLOAT_MAT2x3:
|
||||
case eGL_DOUBLE_MAT2x3:
|
||||
var.type.descriptor.rows = 3;
|
||||
break;
|
||||
case GL_FLOAT_MAT2:
|
||||
case GL_DOUBLE_MAT2:
|
||||
case GL_FLOAT_MAT4x2:
|
||||
case GL_DOUBLE_MAT4x2:
|
||||
case GL_FLOAT_MAT3x2:
|
||||
case GL_DOUBLE_MAT3x2:
|
||||
case eGL_FLOAT_MAT2:
|
||||
case eGL_DOUBLE_MAT2:
|
||||
case eGL_FLOAT_MAT4x2:
|
||||
case eGL_DOUBLE_MAT4x2:
|
||||
case eGL_FLOAT_MAT3x2:
|
||||
case eGL_DOUBLE_MAT3x2:
|
||||
var.type.descriptor.rows = 2;
|
||||
break;
|
||||
default:
|
||||
@@ -602,50 +602,50 @@ void MakeShaderReflection(const GLHookSet &gl, GLenum shadType, GLuint sepProg,
|
||||
// set # columns
|
||||
switch(values[0])
|
||||
{
|
||||
case GL_FLOAT_VEC4:
|
||||
case GL_FLOAT_MAT4:
|
||||
case GL_FLOAT_MAT4x2:
|
||||
case GL_FLOAT_MAT4x3:
|
||||
case GL_DOUBLE_VEC4:
|
||||
case GL_DOUBLE_MAT4:
|
||||
case GL_DOUBLE_MAT4x2:
|
||||
case GL_DOUBLE_MAT4x3:
|
||||
case GL_UNSIGNED_INT_VEC4:
|
||||
case GL_BOOL_VEC4:
|
||||
case GL_INT_VEC4:
|
||||
case eGL_FLOAT_VEC4:
|
||||
case eGL_FLOAT_MAT4:
|
||||
case eGL_FLOAT_MAT4x2:
|
||||
case eGL_FLOAT_MAT4x3:
|
||||
case eGL_DOUBLE_VEC4:
|
||||
case eGL_DOUBLE_MAT4:
|
||||
case eGL_DOUBLE_MAT4x2:
|
||||
case eGL_DOUBLE_MAT4x3:
|
||||
case eGL_UNSIGNED_INT_VEC4:
|
||||
case eGL_BOOL_VEC4:
|
||||
case eGL_INT_VEC4:
|
||||
var.type.descriptor.cols = 4;
|
||||
break;
|
||||
case GL_FLOAT_VEC3:
|
||||
case GL_FLOAT_MAT3:
|
||||
case GL_FLOAT_MAT3x4:
|
||||
case GL_FLOAT_MAT3x2:
|
||||
case GL_DOUBLE_VEC3:
|
||||
case GL_DOUBLE_MAT3:
|
||||
case GL_DOUBLE_MAT3x4:
|
||||
case GL_DOUBLE_MAT3x2:
|
||||
case GL_UNSIGNED_INT_VEC3:
|
||||
case GL_BOOL_VEC3:
|
||||
case GL_INT_VEC3:
|
||||
case eGL_FLOAT_VEC3:
|
||||
case eGL_FLOAT_MAT3:
|
||||
case eGL_FLOAT_MAT3x4:
|
||||
case eGL_FLOAT_MAT3x2:
|
||||
case eGL_DOUBLE_VEC3:
|
||||
case eGL_DOUBLE_MAT3:
|
||||
case eGL_DOUBLE_MAT3x4:
|
||||
case eGL_DOUBLE_MAT3x2:
|
||||
case eGL_UNSIGNED_INT_VEC3:
|
||||
case eGL_BOOL_VEC3:
|
||||
case eGL_INT_VEC3:
|
||||
var.type.descriptor.cols = 3;
|
||||
break;
|
||||
case GL_FLOAT_VEC2:
|
||||
case GL_FLOAT_MAT2:
|
||||
case GL_FLOAT_MAT2x4:
|
||||
case GL_FLOAT_MAT2x3:
|
||||
case GL_DOUBLE_VEC2:
|
||||
case GL_DOUBLE_MAT2:
|
||||
case GL_DOUBLE_MAT2x4:
|
||||
case GL_DOUBLE_MAT2x3:
|
||||
case GL_UNSIGNED_INT_VEC2:
|
||||
case GL_BOOL_VEC2:
|
||||
case GL_INT_VEC2:
|
||||
case eGL_FLOAT_VEC2:
|
||||
case eGL_FLOAT_MAT2:
|
||||
case eGL_FLOAT_MAT2x4:
|
||||
case eGL_FLOAT_MAT2x3:
|
||||
case eGL_DOUBLE_VEC2:
|
||||
case eGL_DOUBLE_MAT2:
|
||||
case eGL_DOUBLE_MAT2x4:
|
||||
case eGL_DOUBLE_MAT2x3:
|
||||
case eGL_UNSIGNED_INT_VEC2:
|
||||
case eGL_BOOL_VEC2:
|
||||
case eGL_INT_VEC2:
|
||||
var.type.descriptor.cols = 2;
|
||||
break;
|
||||
case GL_FLOAT:
|
||||
case GL_DOUBLE:
|
||||
case GL_UNSIGNED_INT:
|
||||
case GL_INT:
|
||||
case GL_BOOL:
|
||||
case eGL_FLOAT:
|
||||
case eGL_DOUBLE:
|
||||
case eGL_UNSIGNED_INT:
|
||||
case eGL_INT:
|
||||
case eGL_BOOL:
|
||||
var.type.descriptor.cols = 1;
|
||||
break;
|
||||
default:
|
||||
@@ -655,44 +655,44 @@ void MakeShaderReflection(const GLHookSet &gl, GLenum shadType, GLuint sepProg,
|
||||
// set name
|
||||
switch(values[0])
|
||||
{
|
||||
case GL_FLOAT_VEC4: var.type.descriptor.name = "vec4"; break;
|
||||
case GL_FLOAT_VEC3: var.type.descriptor.name = "vec3"; break;
|
||||
case GL_FLOAT_VEC2: var.type.descriptor.name = "vec2"; break;
|
||||
case GL_FLOAT: var.type.descriptor.name = "float"; break;
|
||||
case GL_FLOAT_MAT4: var.type.descriptor.name = "mat4"; break;
|
||||
case GL_FLOAT_MAT3: var.type.descriptor.name = "mat3"; break;
|
||||
case GL_FLOAT_MAT2: var.type.descriptor.name = "mat2"; break;
|
||||
case GL_FLOAT_MAT4x2: var.type.descriptor.name = "mat4x2"; break;
|
||||
case GL_FLOAT_MAT4x3: var.type.descriptor.name = "mat4x3"; break;
|
||||
case GL_FLOAT_MAT3x4: var.type.descriptor.name = "mat3x4"; break;
|
||||
case GL_FLOAT_MAT3x2: var.type.descriptor.name = "mat3x2"; break;
|
||||
case GL_FLOAT_MAT2x4: var.type.descriptor.name = "mat2x4"; break;
|
||||
case GL_FLOAT_MAT2x3: var.type.descriptor.name = "mat2x3"; break;
|
||||
case GL_DOUBLE_VEC4: var.type.descriptor.name = "dvec4"; break;
|
||||
case GL_DOUBLE_VEC3: var.type.descriptor.name = "dvec3"; break;
|
||||
case GL_DOUBLE_VEC2: var.type.descriptor.name = "dvec2"; break;
|
||||
case GL_DOUBLE: var.type.descriptor.name = "double"; break;
|
||||
case GL_DOUBLE_MAT4: var.type.descriptor.name = "dmat4"; break;
|
||||
case GL_DOUBLE_MAT3: var.type.descriptor.name = "dmat3"; break;
|
||||
case GL_DOUBLE_MAT2: var.type.descriptor.name = "dmat2"; break;
|
||||
case GL_DOUBLE_MAT4x2: var.type.descriptor.name = "dmat4x2"; break;
|
||||
case GL_DOUBLE_MAT4x3: var.type.descriptor.name = "dmat4x3"; break;
|
||||
case GL_DOUBLE_MAT3x4: var.type.descriptor.name = "dmat3x4"; break;
|
||||
case GL_DOUBLE_MAT3x2: var.type.descriptor.name = "dmat3x2"; break;
|
||||
case GL_DOUBLE_MAT2x4: var.type.descriptor.name = "dmat2x4"; break;
|
||||
case GL_DOUBLE_MAT2x3: var.type.descriptor.name = "dmat2x3"; break;
|
||||
case GL_UNSIGNED_INT_VEC4: var.type.descriptor.name = "uvec4"; break;
|
||||
case GL_UNSIGNED_INT_VEC3: var.type.descriptor.name = "uvec3"; break;
|
||||
case GL_UNSIGNED_INT_VEC2: var.type.descriptor.name = "uvec2"; break;
|
||||
case GL_UNSIGNED_INT: var.type.descriptor.name = "uint"; break;
|
||||
case GL_BOOL_VEC4: var.type.descriptor.name = "bvec4"; break;
|
||||
case GL_BOOL_VEC3: var.type.descriptor.name = "bvec3"; break;
|
||||
case GL_BOOL_VEC2: var.type.descriptor.name = "bvec2"; break;
|
||||
case GL_BOOL: var.type.descriptor.name = "bool"; break;
|
||||
case GL_INT_VEC4: var.type.descriptor.name = "ivec4"; break;
|
||||
case GL_INT_VEC3: var.type.descriptor.name = "ivec3"; break;
|
||||
case GL_INT_VEC2: var.type.descriptor.name = "ivec2"; break;
|
||||
case GL_INT: var.type.descriptor.name = "int"; break;
|
||||
case eGL_FLOAT_VEC4: var.type.descriptor.name = "vec4"; break;
|
||||
case eGL_FLOAT_VEC3: var.type.descriptor.name = "vec3"; break;
|
||||
case eGL_FLOAT_VEC2: var.type.descriptor.name = "vec2"; break;
|
||||
case eGL_FLOAT: var.type.descriptor.name = "float"; break;
|
||||
case eGL_FLOAT_MAT4: var.type.descriptor.name = "mat4"; break;
|
||||
case eGL_FLOAT_MAT3: var.type.descriptor.name = "mat3"; break;
|
||||
case eGL_FLOAT_MAT2: var.type.descriptor.name = "mat2"; break;
|
||||
case eGL_FLOAT_MAT4x2: var.type.descriptor.name = "mat4x2"; break;
|
||||
case eGL_FLOAT_MAT4x3: var.type.descriptor.name = "mat4x3"; break;
|
||||
case eGL_FLOAT_MAT3x4: var.type.descriptor.name = "mat3x4"; break;
|
||||
case eGL_FLOAT_MAT3x2: var.type.descriptor.name = "mat3x2"; break;
|
||||
case eGL_FLOAT_MAT2x4: var.type.descriptor.name = "mat2x4"; break;
|
||||
case eGL_FLOAT_MAT2x3: var.type.descriptor.name = "mat2x3"; break;
|
||||
case eGL_DOUBLE_VEC4: var.type.descriptor.name = "dvec4"; break;
|
||||
case eGL_DOUBLE_VEC3: var.type.descriptor.name = "dvec3"; break;
|
||||
case eGL_DOUBLE_VEC2: var.type.descriptor.name = "dvec2"; break;
|
||||
case eGL_DOUBLE: var.type.descriptor.name = "double"; break;
|
||||
case eGL_DOUBLE_MAT4: var.type.descriptor.name = "dmat4"; break;
|
||||
case eGL_DOUBLE_MAT3: var.type.descriptor.name = "dmat3"; break;
|
||||
case eGL_DOUBLE_MAT2: var.type.descriptor.name = "dmat2"; break;
|
||||
case eGL_DOUBLE_MAT4x2: var.type.descriptor.name = "dmat4x2"; break;
|
||||
case eGL_DOUBLE_MAT4x3: var.type.descriptor.name = "dmat4x3"; break;
|
||||
case eGL_DOUBLE_MAT3x4: var.type.descriptor.name = "dmat3x4"; break;
|
||||
case eGL_DOUBLE_MAT3x2: var.type.descriptor.name = "dmat3x2"; break;
|
||||
case eGL_DOUBLE_MAT2x4: var.type.descriptor.name = "dmat2x4"; break;
|
||||
case eGL_DOUBLE_MAT2x3: var.type.descriptor.name = "dmat2x3"; break;
|
||||
case eGL_UNSIGNED_INT_VEC4: var.type.descriptor.name = "uvec4"; break;
|
||||
case eGL_UNSIGNED_INT_VEC3: var.type.descriptor.name = "uvec3"; break;
|
||||
case eGL_UNSIGNED_INT_VEC2: var.type.descriptor.name = "uvec2"; break;
|
||||
case eGL_UNSIGNED_INT: var.type.descriptor.name = "uint"; break;
|
||||
case eGL_BOOL_VEC4: var.type.descriptor.name = "bvec4"; break;
|
||||
case eGL_BOOL_VEC3: var.type.descriptor.name = "bvec3"; break;
|
||||
case eGL_BOOL_VEC2: var.type.descriptor.name = "bvec2"; break;
|
||||
case eGL_BOOL: var.type.descriptor.name = "bool"; break;
|
||||
case eGL_INT_VEC4: var.type.descriptor.name = "ivec4"; break;
|
||||
case eGL_INT_VEC3: var.type.descriptor.name = "ivec3"; break;
|
||||
case eGL_INT_VEC2: var.type.descriptor.name = "ivec2"; break;
|
||||
case eGL_INT: var.type.descriptor.name = "int"; break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
@@ -916,35 +916,35 @@ void MakeShaderReflection(const GLHookSet &gl, GLenum shadType, GLuint sepProg,
|
||||
|
||||
switch(values[1])
|
||||
{
|
||||
case GL_FLOAT:
|
||||
case GL_DOUBLE:
|
||||
case GL_INT:
|
||||
case GL_UNSIGNED_INT:
|
||||
case GL_BOOL:
|
||||
case eGL_FLOAT:
|
||||
case eGL_DOUBLE:
|
||||
case eGL_INT:
|
||||
case eGL_UNSIGNED_INT:
|
||||
case eGL_BOOL:
|
||||
sig.compCount = 1;
|
||||
sig.regChannelMask = 0x1;
|
||||
break;
|
||||
case GL_FLOAT_VEC2:
|
||||
case GL_DOUBLE_VEC2:
|
||||
case GL_INT_VEC2:
|
||||
case GL_UNSIGNED_INT_VEC2:
|
||||
case GL_BOOL_VEC2:
|
||||
case eGL_FLOAT_VEC2:
|
||||
case eGL_DOUBLE_VEC2:
|
||||
case eGL_INT_VEC2:
|
||||
case eGL_UNSIGNED_INT_VEC2:
|
||||
case eGL_BOOL_VEC2:
|
||||
sig.compCount = 2;
|
||||
sig.regChannelMask = 0x3;
|
||||
break;
|
||||
case GL_FLOAT_VEC3:
|
||||
case GL_DOUBLE_VEC3:
|
||||
case GL_INT_VEC3:
|
||||
case GL_UNSIGNED_INT_VEC3:
|
||||
case GL_BOOL_VEC3:
|
||||
case eGL_FLOAT_VEC3:
|
||||
case eGL_DOUBLE_VEC3:
|
||||
case eGL_INT_VEC3:
|
||||
case eGL_UNSIGNED_INT_VEC3:
|
||||
case eGL_BOOL_VEC3:
|
||||
sig.compCount = 3;
|
||||
sig.regChannelMask = 0x7;
|
||||
break;
|
||||
case GL_FLOAT_VEC4:
|
||||
case GL_DOUBLE_VEC4:
|
||||
case GL_INT_VEC4:
|
||||
case GL_UNSIGNED_INT_VEC4:
|
||||
case GL_BOOL_VEC4:
|
||||
case eGL_FLOAT_VEC4:
|
||||
case eGL_DOUBLE_VEC4:
|
||||
case eGL_INT_VEC4:
|
||||
case eGL_UNSIGNED_INT_VEC4:
|
||||
case eGL_BOOL_VEC4:
|
||||
sig.compCount = 4;
|
||||
sig.regChannelMask = 0xf;
|
||||
break;
|
||||
@@ -961,61 +961,61 @@ void MakeShaderReflection(const GLHookSet &gl, GLenum shadType, GLuint sepProg,
|
||||
|
||||
sig.systemValue = eAttr_None;
|
||||
|
||||
#define IS_BUITIN(builtin) !strncmp(nm, builtin, sizeof(builtin)-1)
|
||||
#define IS_BUILTIN(builtin) !strncmp(nm, builtin, sizeof(builtin)-1)
|
||||
|
||||
// VS built-in inputs
|
||||
if(IS_BUITIN("gl_VertexID")) sig.systemValue = eAttr_VertexIndex;
|
||||
if(IS_BUITIN("gl_InstanceID")) sig.systemValue = eAttr_InstanceIndex;
|
||||
if(IS_BUILTIN("gl_VertexID")) sig.systemValue = eAttr_VertexIndex;
|
||||
if(IS_BUILTIN("gl_InstanceID")) sig.systemValue = eAttr_InstanceIndex;
|
||||
|
||||
// VS built-in outputs
|
||||
if(IS_BUITIN("gl_Position")) sig.systemValue = eAttr_Position;
|
||||
if(IS_BUITIN("gl_PointSize")) sig.systemValue = eAttr_PointSize;
|
||||
if(IS_BUITIN("gl_ClipDistance")) sig.systemValue = eAttr_ClipDistance;
|
||||
if(IS_BUILTIN("gl_Position")) sig.systemValue = eAttr_Position;
|
||||
if(IS_BUILTIN("gl_PointSize")) sig.systemValue = eAttr_PointSize;
|
||||
if(IS_BUILTIN("gl_ClipDistance")) sig.systemValue = eAttr_ClipDistance;
|
||||
|
||||
// TCS built-in inputs
|
||||
if(IS_BUITIN("gl_PatchVerticesIn")) sig.systemValue = eAttr_PatchNumVertices;
|
||||
if(IS_BUITIN("gl_PrimitiveID")) sig.systemValue = eAttr_PrimitiveIndex;
|
||||
if(IS_BUITIN("gl_InvocationID")) sig.systemValue = eAttr_InvocationIndex;
|
||||
if(IS_BUILTIN("gl_PatchVerticesIn")) sig.systemValue = eAttr_PatchNumVertices;
|
||||
if(IS_BUILTIN("gl_PrimitiveID")) sig.systemValue = eAttr_PrimitiveIndex;
|
||||
if(IS_BUILTIN("gl_InvocationID")) sig.systemValue = eAttr_InvocationIndex;
|
||||
|
||||
// TCS built-in outputs
|
||||
if(IS_BUITIN("gl_TessLevelOuter")) sig.systemValue = eAttr_OuterTessFactor;
|
||||
if(IS_BUITIN("gl_TessLevelInner")) sig.systemValue = eAttr_InsideTessFactor;
|
||||
if(IS_BUILTIN("gl_TessLevelOuter")) sig.systemValue = eAttr_OuterTessFactor;
|
||||
if(IS_BUILTIN("gl_TessLevelInner")) sig.systemValue = eAttr_InsideTessFactor;
|
||||
|
||||
// TES built-in inputs
|
||||
if(IS_BUITIN("gl_TessCoord")) sig.systemValue = eAttr_DomainLocation;
|
||||
if(IS_BUITIN("gl_PatchVerticesIn")) sig.systemValue = eAttr_PatchNumVertices;
|
||||
if(IS_BUITIN("gl_PrimitiveID")) sig.systemValue = eAttr_PrimitiveIndex;
|
||||
if(IS_BUILTIN("gl_TessCoord")) sig.systemValue = eAttr_DomainLocation;
|
||||
if(IS_BUILTIN("gl_PatchVerticesIn")) sig.systemValue = eAttr_PatchNumVertices;
|
||||
if(IS_BUILTIN("gl_PrimitiveID")) sig.systemValue = eAttr_PrimitiveIndex;
|
||||
|
||||
// GS built-in inputs
|
||||
if(IS_BUITIN("gl_PrimitiveIDIn")) sig.systemValue = eAttr_PrimitiveIndex;
|
||||
if(IS_BUITIN("gl_InvocationID")) sig.systemValue = eAttr_InvocationIndex;
|
||||
if(IS_BUITIN("gl_Layer")) sig.systemValue = eAttr_RTIndex;
|
||||
if(IS_BUITIN("gl_ViewportIndex")) sig.systemValue = eAttr_ViewportIndex;
|
||||
if(IS_BUILTIN("gl_PrimitiveIDIn")) sig.systemValue = eAttr_PrimitiveIndex;
|
||||
if(IS_BUILTIN("gl_InvocationID")) sig.systemValue = eAttr_InvocationIndex;
|
||||
if(IS_BUILTIN("gl_Layer")) sig.systemValue = eAttr_RTIndex;
|
||||
if(IS_BUILTIN("gl_ViewportIndex")) sig.systemValue = eAttr_ViewportIndex;
|
||||
|
||||
// GS built-in outputs
|
||||
if(IS_BUITIN("gl_Layer")) sig.systemValue = eAttr_RTIndex;
|
||||
if(IS_BUITIN("gl_ViewportIndex")) sig.systemValue = eAttr_ViewportIndex;
|
||||
if(IS_BUILTIN("gl_Layer")) sig.systemValue = eAttr_RTIndex;
|
||||
if(IS_BUILTIN("gl_ViewportIndex")) sig.systemValue = eAttr_ViewportIndex;
|
||||
|
||||
// PS built-in inputs
|
||||
if(IS_BUITIN("gl_FragCoord")) sig.systemValue = eAttr_Position;
|
||||
if(IS_BUITIN("gl_FrontFacing")) sig.systemValue = eAttr_IsFrontFace;
|
||||
if(IS_BUITIN("gl_PointCoord")) sig.systemValue = eAttr_RTIndex;
|
||||
if(IS_BUITIN("gl_SampleID")) sig.systemValue = eAttr_MSAASampleIndex;
|
||||
if(IS_BUITIN("gl_SamplePosition")) sig.systemValue = eAttr_MSAASamplePosition;
|
||||
if(IS_BUITIN("gl_SampleMaskIn")) sig.systemValue = eAttr_MSAACoverage;
|
||||
if(IS_BUILTIN("gl_FragCoord")) sig.systemValue = eAttr_Position;
|
||||
if(IS_BUILTIN("gl_FrontFacing")) sig.systemValue = eAttr_IsFrontFace;
|
||||
if(IS_BUILTIN("gl_PointCoord")) sig.systemValue = eAttr_RTIndex;
|
||||
if(IS_BUILTIN("gl_SampleID")) sig.systemValue = eAttr_MSAASampleIndex;
|
||||
if(IS_BUILTIN("gl_SamplePosition")) sig.systemValue = eAttr_MSAASamplePosition;
|
||||
if(IS_BUILTIN("gl_SampleMaskIn")) sig.systemValue = eAttr_MSAACoverage;
|
||||
|
||||
// PS built-in outputs
|
||||
if(IS_BUITIN("gl_FragDepth")) sig.systemValue = eAttr_DepthOutput;
|
||||
if(IS_BUITIN("gl_SampleMask")) sig.systemValue = eAttr_MSAACoverage;
|
||||
if(IS_BUILTIN("gl_FragDepth")) sig.systemValue = eAttr_DepthOutput;
|
||||
if(IS_BUILTIN("gl_SampleMask")) sig.systemValue = eAttr_MSAACoverage;
|
||||
|
||||
// CS built-in inputs
|
||||
if(IS_BUITIN("gl_NumWorkGroups")) sig.systemValue = eAttr_DispatchSize;
|
||||
if(IS_BUITIN("gl_WorkGroupID")) sig.systemValue = eAttr_GroupIndex;
|
||||
if(IS_BUITIN("gl_LocalInvocationID")) sig.systemValue = eAttr_GroupThreadIndex;
|
||||
if(IS_BUITIN("gl_GlobalInvocationID")) sig.systemValue = eAttr_DispatchThreadIndex;
|
||||
if(IS_BUITIN("gl_LocalInvocationIndex")) sig.systemValue = eAttr_GroupFlatIndex;
|
||||
if(IS_BUILTIN("gl_NumWorkGroups")) sig.systemValue = eAttr_DispatchSize;
|
||||
if(IS_BUILTIN("gl_WorkGroupID")) sig.systemValue = eAttr_GroupIndex;
|
||||
if(IS_BUILTIN("gl_LocalInvocationID")) sig.systemValue = eAttr_GroupThreadIndex;
|
||||
if(IS_BUILTIN("gl_GlobalInvocationID")) sig.systemValue = eAttr_DispatchThreadIndex;
|
||||
if(IS_BUILTIN("gl_LocalInvocationIndex")) sig.systemValue = eAttr_GroupFlatIndex;
|
||||
|
||||
#undef IS_BUITIN
|
||||
#undef IS_BUILTIN
|
||||
if(shadType == eGL_FRAGMENT_SHADER && sigEnum == eGL_PROGRAM_OUTPUT && sig.systemValue == eAttr_None)
|
||||
sig.systemValue = eAttr_ColourOutput;
|
||||
|
||||
|
||||
@@ -56,22 +56,22 @@ bool WrappedOpenGL::Serialise_glObjectLabel(GLenum identifier, GLuint name, GLsi
|
||||
case eGL_VERTEX_ARRAY:
|
||||
liveid = GetResourceManager()->GetID(VertexArrayRes(GetCtx(), name));
|
||||
break;
|
||||
case GL_SHADER:
|
||||
case eGL_SHADER:
|
||||
liveid = GetResourceManager()->GetID(ShaderRes(GetCtx(), name));
|
||||
break;
|
||||
case GL_QUERY:
|
||||
case eGL_QUERY:
|
||||
liveid = GetResourceManager()->GetID(QueryRes(GetCtx(), name));
|
||||
break;
|
||||
case GL_TRANSFORM_FEEDBACK:
|
||||
case eGL_TRANSFORM_FEEDBACK:
|
||||
liveid = GetResourceManager()->GetID(FeedbackRes(GetCtx(), name));
|
||||
break;
|
||||
case GL_SAMPLER:
|
||||
case eGL_SAMPLER:
|
||||
liveid = GetResourceManager()->GetID(SamplerRes(GetCtx(), name));
|
||||
break;
|
||||
case GL_RENDERBUFFER:
|
||||
case eGL_RENDERBUFFER:
|
||||
liveid = GetResourceManager()->GetID(RenderbufferRes(GetCtx(), name));
|
||||
break;
|
||||
case GL_FRAMEBUFFER:
|
||||
case eGL_FRAMEBUFFER:
|
||||
liveid = GetResourceManager()->GetID(FramebufferRes(GetCtx(), name));
|
||||
break;
|
||||
default:
|
||||
|
||||
Reference in New Issue
Block a user