Fix a few typos, mostly using #define enum values not typed enum

This commit is contained in:
baldurk
2014-12-20 19:54:49 +00:00
parent ee55bb43a3
commit 81a09a7323
4 changed files with 383 additions and 383 deletions
+140 -140
View File
@@ -340,12 +340,12 @@ size_t QueryIdx(GLenum query)
{
switch(query)
{
case GL_SAMPLES_PASSED: return 0;
case GL_ANY_SAMPLES_PASSED: return 1;
case GL_ANY_SAMPLES_PASSED_CONSERVATIVE: return 2;
case GL_PRIMITIVES_GENERATED: return 3;
case GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN: return 4;
case GL_TIME_ELAPSED: return 5;
case eGL_SAMPLES_PASSED: return 0;
case eGL_ANY_SAMPLES_PASSED: return 1;
case eGL_ANY_SAMPLES_PASSED_CONSERVATIVE: return 2;
case eGL_PRIMITIVES_GENERATED: return 3;
case eGL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN: return 4;
case eGL_TIME_ELAPSED: return 5;
default:
RDCERR("Unexpected enum as query target: %s", ToStr::Get(query).c_str());
}
@@ -725,73 +725,73 @@ static void ForAllProgramUniforms(const GLHookSet &gl, Serialiser *ser, GLuint p
case eGL_DOUBLE_VEC4: gl.glGetUniformdv(progSrc, srcLocation, dv); break;
// treat all samplers as just an int (since they just store their binding value)
case GL_SAMPLER_1D:
case GL_SAMPLER_2D:
case GL_SAMPLER_3D:
case GL_SAMPLER_CUBE:
case GL_SAMPLER_CUBE_MAP_ARRAY:
case GL_SAMPLER_1D_SHADOW:
case GL_SAMPLER_2D_SHADOW:
case GL_SAMPLER_1D_ARRAY:
case GL_SAMPLER_2D_ARRAY:
case GL_SAMPLER_1D_ARRAY_SHADOW:
case GL_SAMPLER_2D_ARRAY_SHADOW:
case GL_SAMPLER_2D_MULTISAMPLE:
case GL_SAMPLER_2D_MULTISAMPLE_ARRAY:
case GL_SAMPLER_CUBE_SHADOW:
case GL_SAMPLER_BUFFER:
case GL_SAMPLER_2D_RECT:
case GL_SAMPLER_2D_RECT_SHADOW:
case GL_INT_SAMPLER_1D:
case GL_INT_SAMPLER_2D:
case GL_INT_SAMPLER_3D:
case GL_INT_SAMPLER_CUBE:
case GL_INT_SAMPLER_1D_ARRAY:
case GL_INT_SAMPLER_2D_ARRAY:
case GL_INT_SAMPLER_2D_MULTISAMPLE:
case GL_INT_SAMPLER_2D_MULTISAMPLE_ARRAY:
case GL_INT_SAMPLER_BUFFER:
case GL_INT_SAMPLER_2D_RECT:
case GL_UNSIGNED_INT_SAMPLER_1D:
case GL_UNSIGNED_INT_SAMPLER_2D:
case GL_UNSIGNED_INT_SAMPLER_3D:
case GL_UNSIGNED_INT_SAMPLER_CUBE:
case GL_UNSIGNED_INT_SAMPLER_1D_ARRAY:
case GL_UNSIGNED_INT_SAMPLER_2D_ARRAY:
case GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE:
case GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE_ARRAY:
case GL_UNSIGNED_INT_SAMPLER_BUFFER:
case GL_UNSIGNED_INT_SAMPLER_2D_RECT:
case GL_IMAGE_1D:
case GL_IMAGE_2D:
case GL_IMAGE_3D:
case GL_IMAGE_2D_RECT:
case GL_IMAGE_CUBE:
case GL_IMAGE_BUFFER:
case GL_IMAGE_1D_ARRAY:
case GL_IMAGE_2D_ARRAY:
case GL_IMAGE_2D_MULTISAMPLE:
case GL_IMAGE_2D_MULTISAMPLE_ARRAY:
case GL_INT_IMAGE_1D:
case GL_INT_IMAGE_2D:
case GL_INT_IMAGE_3D:
case GL_INT_IMAGE_2D_RECT:
case GL_INT_IMAGE_CUBE:
case GL_INT_IMAGE_BUFFER:
case GL_INT_IMAGE_1D_ARRAY:
case GL_INT_IMAGE_2D_ARRAY:
case GL_INT_IMAGE_2D_MULTISAMPLE:
case GL_INT_IMAGE_2D_MULTISAMPLE_ARRAY:
case GL_UNSIGNED_INT_IMAGE_1D:
case GL_UNSIGNED_INT_IMAGE_2D:
case GL_UNSIGNED_INT_IMAGE_3D:
case GL_UNSIGNED_INT_IMAGE_2D_RECT:
case GL_UNSIGNED_INT_IMAGE_CUBE:
case GL_UNSIGNED_INT_IMAGE_BUFFER:
case GL_UNSIGNED_INT_IMAGE_1D_ARRAY:
case GL_UNSIGNED_INT_IMAGE_2D_ARRAY:
case GL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE:
case GL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE_ARRAY:
case eGL_SAMPLER_1D:
case eGL_SAMPLER_2D:
case eGL_SAMPLER_3D:
case eGL_SAMPLER_CUBE:
case eGL_SAMPLER_CUBE_MAP_ARRAY:
case eGL_SAMPLER_1D_SHADOW:
case eGL_SAMPLER_2D_SHADOW:
case eGL_SAMPLER_1D_ARRAY:
case eGL_SAMPLER_2D_ARRAY:
case eGL_SAMPLER_1D_ARRAY_SHADOW:
case eGL_SAMPLER_2D_ARRAY_SHADOW:
case eGL_SAMPLER_2D_MULTISAMPLE:
case eGL_SAMPLER_2D_MULTISAMPLE_ARRAY:
case eGL_SAMPLER_CUBE_SHADOW:
case eGL_SAMPLER_BUFFER:
case eGL_SAMPLER_2D_RECT:
case eGL_SAMPLER_2D_RECT_SHADOW:
case eGL_INT_SAMPLER_1D:
case eGL_INT_SAMPLER_2D:
case eGL_INT_SAMPLER_3D:
case eGL_INT_SAMPLER_CUBE:
case eGL_INT_SAMPLER_1D_ARRAY:
case eGL_INT_SAMPLER_2D_ARRAY:
case eGL_INT_SAMPLER_2D_MULTISAMPLE:
case eGL_INT_SAMPLER_2D_MULTISAMPLE_ARRAY:
case eGL_INT_SAMPLER_BUFFER:
case eGL_INT_SAMPLER_2D_RECT:
case eGL_UNSIGNED_INT_SAMPLER_1D:
case eGL_UNSIGNED_INT_SAMPLER_2D:
case eGL_UNSIGNED_INT_SAMPLER_3D:
case eGL_UNSIGNED_INT_SAMPLER_CUBE:
case eGL_UNSIGNED_INT_SAMPLER_1D_ARRAY:
case eGL_UNSIGNED_INT_SAMPLER_2D_ARRAY:
case eGL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE:
case eGL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE_ARRAY:
case eGL_UNSIGNED_INT_SAMPLER_BUFFER:
case eGL_UNSIGNED_INT_SAMPLER_2D_RECT:
case eGL_IMAGE_1D:
case eGL_IMAGE_2D:
case eGL_IMAGE_3D:
case eGL_IMAGE_2D_RECT:
case eGL_IMAGE_CUBE:
case eGL_IMAGE_BUFFER:
case eGL_IMAGE_1D_ARRAY:
case eGL_IMAGE_2D_ARRAY:
case eGL_IMAGE_2D_MULTISAMPLE:
case eGL_IMAGE_2D_MULTISAMPLE_ARRAY:
case eGL_INT_IMAGE_1D:
case eGL_INT_IMAGE_2D:
case eGL_INT_IMAGE_3D:
case eGL_INT_IMAGE_2D_RECT:
case eGL_INT_IMAGE_CUBE:
case eGL_INT_IMAGE_BUFFER:
case eGL_INT_IMAGE_1D_ARRAY:
case eGL_INT_IMAGE_2D_ARRAY:
case eGL_INT_IMAGE_2D_MULTISAMPLE:
case eGL_INT_IMAGE_2D_MULTISAMPLE_ARRAY:
case eGL_UNSIGNED_INT_IMAGE_1D:
case eGL_UNSIGNED_INT_IMAGE_2D:
case eGL_UNSIGNED_INT_IMAGE_3D:
case eGL_UNSIGNED_INT_IMAGE_2D_RECT:
case eGL_UNSIGNED_INT_IMAGE_CUBE:
case eGL_UNSIGNED_INT_IMAGE_BUFFER:
case eGL_UNSIGNED_INT_IMAGE_1D_ARRAY:
case eGL_UNSIGNED_INT_IMAGE_2D_ARRAY:
case eGL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE:
case eGL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE_ARRAY:
case eGL_INT: gl.glGetUniformiv(progSrc, srcLocation, iv); break;
case eGL_INT_VEC2: gl.glGetUniformiv(progSrc, srcLocation, iv); break;
case eGL_INT_VEC3: gl.glGetUniformiv(progSrc, srcLocation, iv); break;
@@ -844,73 +844,73 @@ static void ForAllProgramUniforms(const GLHookSet &gl, Serialiser *ser, GLuint p
case eGL_DOUBLE_VEC4: gl.glProgramUniform4dv(progDst, newloc, 1, dv); break;
// treat all samplers as just an int (since they just store their binding value)
case GL_SAMPLER_1D:
case GL_SAMPLER_2D:
case GL_SAMPLER_3D:
case GL_SAMPLER_CUBE:
case GL_SAMPLER_CUBE_MAP_ARRAY:
case GL_SAMPLER_1D_SHADOW:
case GL_SAMPLER_2D_SHADOW:
case GL_SAMPLER_1D_ARRAY:
case GL_SAMPLER_2D_ARRAY:
case GL_SAMPLER_1D_ARRAY_SHADOW:
case GL_SAMPLER_2D_ARRAY_SHADOW:
case GL_SAMPLER_2D_MULTISAMPLE:
case GL_SAMPLER_2D_MULTISAMPLE_ARRAY:
case GL_SAMPLER_CUBE_SHADOW:
case GL_SAMPLER_BUFFER:
case GL_SAMPLER_2D_RECT:
case GL_SAMPLER_2D_RECT_SHADOW:
case GL_INT_SAMPLER_1D:
case GL_INT_SAMPLER_2D:
case GL_INT_SAMPLER_3D:
case GL_INT_SAMPLER_CUBE:
case GL_INT_SAMPLER_1D_ARRAY:
case GL_INT_SAMPLER_2D_ARRAY:
case GL_INT_SAMPLER_2D_MULTISAMPLE:
case GL_INT_SAMPLER_2D_MULTISAMPLE_ARRAY:
case GL_INT_SAMPLER_BUFFER:
case GL_INT_SAMPLER_2D_RECT:
case GL_UNSIGNED_INT_SAMPLER_1D:
case GL_UNSIGNED_INT_SAMPLER_2D:
case GL_UNSIGNED_INT_SAMPLER_3D:
case GL_UNSIGNED_INT_SAMPLER_CUBE:
case GL_UNSIGNED_INT_SAMPLER_1D_ARRAY:
case GL_UNSIGNED_INT_SAMPLER_2D_ARRAY:
case GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE:
case GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE_ARRAY:
case GL_UNSIGNED_INT_SAMPLER_BUFFER:
case GL_UNSIGNED_INT_SAMPLER_2D_RECT:
case GL_IMAGE_1D:
case GL_IMAGE_2D:
case GL_IMAGE_3D:
case GL_IMAGE_2D_RECT:
case GL_IMAGE_CUBE:
case GL_IMAGE_BUFFER:
case GL_IMAGE_1D_ARRAY:
case GL_IMAGE_2D_ARRAY:
case GL_IMAGE_2D_MULTISAMPLE:
case GL_IMAGE_2D_MULTISAMPLE_ARRAY:
case GL_INT_IMAGE_1D:
case GL_INT_IMAGE_2D:
case GL_INT_IMAGE_3D:
case GL_INT_IMAGE_2D_RECT:
case GL_INT_IMAGE_CUBE:
case GL_INT_IMAGE_BUFFER:
case GL_INT_IMAGE_1D_ARRAY:
case GL_INT_IMAGE_2D_ARRAY:
case GL_INT_IMAGE_2D_MULTISAMPLE:
case GL_INT_IMAGE_2D_MULTISAMPLE_ARRAY:
case GL_UNSIGNED_INT_IMAGE_1D:
case GL_UNSIGNED_INT_IMAGE_2D:
case GL_UNSIGNED_INT_IMAGE_3D:
case GL_UNSIGNED_INT_IMAGE_2D_RECT:
case GL_UNSIGNED_INT_IMAGE_CUBE:
case GL_UNSIGNED_INT_IMAGE_BUFFER:
case GL_UNSIGNED_INT_IMAGE_1D_ARRAY:
case GL_UNSIGNED_INT_IMAGE_2D_ARRAY:
case GL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE:
case GL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE_ARRAY:
case eGL_SAMPLER_1D:
case eGL_SAMPLER_2D:
case eGL_SAMPLER_3D:
case eGL_SAMPLER_CUBE:
case eGL_SAMPLER_CUBE_MAP_ARRAY:
case eGL_SAMPLER_1D_SHADOW:
case eGL_SAMPLER_2D_SHADOW:
case eGL_SAMPLER_1D_ARRAY:
case eGL_SAMPLER_2D_ARRAY:
case eGL_SAMPLER_1D_ARRAY_SHADOW:
case eGL_SAMPLER_2D_ARRAY_SHADOW:
case eGL_SAMPLER_2D_MULTISAMPLE:
case eGL_SAMPLER_2D_MULTISAMPLE_ARRAY:
case eGL_SAMPLER_CUBE_SHADOW:
case eGL_SAMPLER_BUFFER:
case eGL_SAMPLER_2D_RECT:
case eGL_SAMPLER_2D_RECT_SHADOW:
case eGL_INT_SAMPLER_1D:
case eGL_INT_SAMPLER_2D:
case eGL_INT_SAMPLER_3D:
case eGL_INT_SAMPLER_CUBE:
case eGL_INT_SAMPLER_1D_ARRAY:
case eGL_INT_SAMPLER_2D_ARRAY:
case eGL_INT_SAMPLER_2D_MULTISAMPLE:
case eGL_INT_SAMPLER_2D_MULTISAMPLE_ARRAY:
case eGL_INT_SAMPLER_BUFFER:
case eGL_INT_SAMPLER_2D_RECT:
case eGL_UNSIGNED_INT_SAMPLER_1D:
case eGL_UNSIGNED_INT_SAMPLER_2D:
case eGL_UNSIGNED_INT_SAMPLER_3D:
case eGL_UNSIGNED_INT_SAMPLER_CUBE:
case eGL_UNSIGNED_INT_SAMPLER_1D_ARRAY:
case eGL_UNSIGNED_INT_SAMPLER_2D_ARRAY:
case eGL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE:
case eGL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE_ARRAY:
case eGL_UNSIGNED_INT_SAMPLER_BUFFER:
case eGL_UNSIGNED_INT_SAMPLER_2D_RECT:
case eGL_IMAGE_1D:
case eGL_IMAGE_2D:
case eGL_IMAGE_3D:
case eGL_IMAGE_2D_RECT:
case eGL_IMAGE_CUBE:
case eGL_IMAGE_BUFFER:
case eGL_IMAGE_1D_ARRAY:
case eGL_IMAGE_2D_ARRAY:
case eGL_IMAGE_2D_MULTISAMPLE:
case eGL_IMAGE_2D_MULTISAMPLE_ARRAY:
case eGL_INT_IMAGE_1D:
case eGL_INT_IMAGE_2D:
case eGL_INT_IMAGE_3D:
case eGL_INT_IMAGE_2D_RECT:
case eGL_INT_IMAGE_CUBE:
case eGL_INT_IMAGE_BUFFER:
case eGL_INT_IMAGE_1D_ARRAY:
case eGL_INT_IMAGE_2D_ARRAY:
case eGL_INT_IMAGE_2D_MULTISAMPLE:
case eGL_INT_IMAGE_2D_MULTISAMPLE_ARRAY:
case eGL_UNSIGNED_INT_IMAGE_1D:
case eGL_UNSIGNED_INT_IMAGE_2D:
case eGL_UNSIGNED_INT_IMAGE_3D:
case eGL_UNSIGNED_INT_IMAGE_2D_RECT:
case eGL_UNSIGNED_INT_IMAGE_CUBE:
case eGL_UNSIGNED_INT_IMAGE_BUFFER:
case eGL_UNSIGNED_INT_IMAGE_1D_ARRAY:
case eGL_UNSIGNED_INT_IMAGE_2D_ARRAY:
case eGL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE:
case eGL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE_ARRAY:
case eGL_INT: gl.glProgramUniform1iv(progDst, newloc, 1, iv); break;
case eGL_INT_VEC2: gl.glProgramUniform2iv(progDst, newloc, 1, iv); break;
case eGL_INT_VEC3: gl.glProgramUniform3iv(progDst, newloc, 1, iv); break;
+12 -12
View File
@@ -1006,40 +1006,40 @@ void GLReplay::SavePipelineState()
default:
pipe.m_VtxIn.Topology = eTopology_Unknown;
break;
case GL_POINTS:
case eGL_POINTS:
pipe.m_VtxIn.Topology = eTopology_PointList;
break;
case GL_LINE_STRIP:
case eGL_LINE_STRIP:
pipe.m_VtxIn.Topology = eTopology_LineStrip;
break;
case GL_LINE_LOOP:
case eGL_LINE_LOOP:
pipe.m_VtxIn.Topology = eTopology_LineLoop;
break;
case GL_LINES:
case eGL_LINES:
pipe.m_VtxIn.Topology = eTopology_LineList;
break;
case GL_LINE_STRIP_ADJACENCY:
case eGL_LINE_STRIP_ADJACENCY:
pipe.m_VtxIn.Topology = eTopology_LineStrip_Adj;
break;
case GL_LINES_ADJACENCY:
case eGL_LINES_ADJACENCY:
pipe.m_VtxIn.Topology = eTopology_LineList_Adj;
break;
case GL_TRIANGLE_STRIP:
case eGL_TRIANGLE_STRIP:
pipe.m_VtxIn.Topology = eTopology_TriangleStrip;
break;
case GL_TRIANGLE_FAN:
case eGL_TRIANGLE_FAN:
pipe.m_VtxIn.Topology = eTopology_TriangleFan;
break;
case GL_TRIANGLES:
case eGL_TRIANGLES:
pipe.m_VtxIn.Topology = eTopology_TriangleList;
break;
case GL_TRIANGLE_STRIP_ADJACENCY:
case eGL_TRIANGLE_STRIP_ADJACENCY:
pipe.m_VtxIn.Topology = eTopology_TriangleStrip_Adj;
break;
case GL_TRIANGLES_ADJACENCY:
case eGL_TRIANGLES_ADJACENCY:
pipe.m_VtxIn.Topology = eTopology_TriangleList_Adj;
break;
case GL_PATCHES:
case eGL_PATCHES:
{
GLint patchCount = 3;
gl.glGetIntegerv(eGL_PATCH_VERTICES, &patchCount);
+225 -225
View File
@@ -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: