From 81a09a73232cb5c8d6c6b1dd812de9fde1265a08 Mon Sep 17 00:00:00 2001 From: baldurk Date: Sat, 20 Dec 2014 01:39:03 +0000 Subject: [PATCH] Fix a few typos, mostly using #define enum values not typed enum --- renderdoc/driver/gl/gl_common.cpp | 280 +++++------ renderdoc/driver/gl/gl_replay.cpp | 24 +- renderdoc/driver/gl/gl_shader_refl.cpp | 450 +++++++++--------- .../driver/gl/wrappers/gl_debug_funcs.cpp | 12 +- 4 files changed, 383 insertions(+), 383 deletions(-) diff --git a/renderdoc/driver/gl/gl_common.cpp b/renderdoc/driver/gl/gl_common.cpp index 5562ef849..afca88650 100644 --- a/renderdoc/driver/gl/gl_common.cpp +++ b/renderdoc/driver/gl/gl_common.cpp @@ -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; diff --git a/renderdoc/driver/gl/gl_replay.cpp b/renderdoc/driver/gl/gl_replay.cpp index 252ccbed8..dc8d220f7 100644 --- a/renderdoc/driver/gl/gl_replay.cpp +++ b/renderdoc/driver/gl/gl_replay.cpp @@ -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); diff --git a/renderdoc/driver/gl/gl_shader_refl.cpp b/renderdoc/driver/gl/gl_shader_refl.cpp index 1c284e4f9..41f878290 100644 --- a/renderdoc/driver/gl/gl_shader_refl.cpp +++ b/renderdoc/driver/gl/gl_shader_refl.cpp @@ -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; diff --git a/renderdoc/driver/gl/wrappers/gl_debug_funcs.cpp b/renderdoc/driver/gl/wrappers/gl_debug_funcs.cpp index 8a8246c90..497f0e911 100644 --- a/renderdoc/driver/gl/wrappers/gl_debug_funcs.cpp +++ b/renderdoc/driver/gl/wrappers/gl_debug_funcs.cpp @@ -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: