Fix some pedantic GLSL compilation problems

This commit is contained in:
baldurk
2018-10-04 14:55:40 +01:00
parent 91ac88d6b5
commit ec165964bc
4 changed files with 52 additions and 52 deletions
+17 -17
View File
@@ -50,7 +50,7 @@ void main()
{
for(uint x=topleft.x; x < min(texDim.x, topleft.x + HGRAM_PIXELS_PER_TILE); x++)
{
uint bucketIdx = HGRAM_NUM_BUCKETS+1;
uint bucketIdx = HGRAM_NUM_BUCKETS+1u;
#if UINT_TEX
{
@@ -61,23 +61,23 @@ void main()
histogram_minmax.HistogramTextureResolution);
float divisor = 0.0f;
uint sum = 0;
if((histogram_minmax.HistogramChannels & 0x1u) > 0)
uint sum = 0u;
if((histogram_minmax.HistogramChannels & 0x1u) > 0u)
{
sum += data.x;
divisor += 1.0f;
}
if((histogram_minmax.HistogramChannels & 0x2u) > 0)
if((histogram_minmax.HistogramChannels & 0x2u) > 0u)
{
sum += data.y;
divisor += 1.0f;
}
if((histogram_minmax.HistogramChannels & 0x4u) > 0)
if((histogram_minmax.HistogramChannels & 0x4u) > 0u)
{
sum += data.z;
divisor += 1.0f;
}
if((histogram_minmax.HistogramChannels & 0x8u) > 0)
if((histogram_minmax.HistogramChannels & 0x8u) > 0u)
{
sum += data.w;
divisor += 1.0f;
@@ -92,7 +92,7 @@ void main()
if(normalisedVal < 0.0f)
normalisedVal = 2.0f;
bucketIdx = uint(floor(normalisedVal*HGRAM_NUM_BUCKETS));
bucketIdx = uint(floor(normalisedVal*float(HGRAM_NUM_BUCKETS)));
}
}
#elif SINT_TEX
@@ -105,22 +105,22 @@ void main()
float divisor = 0.0f;
int sum = 0;
if((histogram_minmax.HistogramChannels & 0x1u) > 0)
if((histogram_minmax.HistogramChannels & 0x1u) > 0u)
{
sum += data.x;
divisor += 1.0f;
}
if((histogram_minmax.HistogramChannels & 0x2u) > 0)
if((histogram_minmax.HistogramChannels & 0x2u) > 0u)
{
sum += data.y;
divisor += 1.0f;
}
if((histogram_minmax.HistogramChannels & 0x4u) > 0)
if((histogram_minmax.HistogramChannels & 0x4u) > 0u)
{
sum += data.z;
divisor += 1.0f;
}
if((histogram_minmax.HistogramChannels & 0x8u) > 0)
if((histogram_minmax.HistogramChannels & 0x8u) > 0u)
{
sum += data.w;
divisor += 1.0f;
@@ -135,7 +135,7 @@ void main()
if(normalisedVal < 0.0f)
normalisedVal = 2.0f;
bucketIdx = uint(floor(normalisedVal*HGRAM_NUM_BUCKETS));
bucketIdx = uint(floor(normalisedVal*float(HGRAM_NUM_BUCKETS)));
}
}
#else
@@ -148,22 +148,22 @@ void main()
float divisor = 0.0f;
float sum = 0.0f;
if((histogram_minmax.HistogramChannels & 0x1u) > 0)
if((histogram_minmax.HistogramChannels & 0x1u) > 0u)
{
sum += data.x;
divisor += 1.0f;
}
if((histogram_minmax.HistogramChannels & 0x2u) > 0)
if((histogram_minmax.HistogramChannels & 0x2u) > 0u)
{
sum += data.y;
divisor += 1.0f;
}
if((histogram_minmax.HistogramChannels & 0x4u) > 0)
if((histogram_minmax.HistogramChannels & 0x4u) > 0u)
{
sum += data.z;
divisor += 1.0f;
}
if((histogram_minmax.HistogramChannels & 0x8u) > 0)
if((histogram_minmax.HistogramChannels & 0x8u) > 0u)
{
sum += data.w;
divisor += 1.0f;
@@ -178,7 +178,7 @@ void main()
if(normalisedVal < 0.0f)
normalisedVal = 2.0f;
bucketIdx = uint(floor(normalisedVal*HGRAM_NUM_BUCKETS));
bucketIdx = uint(floor(normalisedVal*float(HGRAM_NUM_BUCKETS)));
}
}
#endif
+22 -22
View File
@@ -57,20 +57,20 @@ bool TriangleRayIntersect(vec3 A, vec3 B, vec3 C,
// if the determinant is negative the triangle is backfacing, but we still take those!
// if the determinant is close to 0, the ray misses the triangle
if (abs(det) > 0)
if (abs(det) > 0.0f)
{
float invDet = 1 / det;
float invDet = 1.0f / det;
vec3 tvec = RayPosition - A;
vec3 qvec = cross(tvec, v0v1);
float u = dot(tvec, pvec) * invDet;
float v = dot(RayDirection, qvec) * invDet;
if (u >= 0 && u <= 1 &&
v >= 0 && u + v <= 1)
if (u >= 0.0f && u <= 1.0f &&
v >= 0.0f && u + v <= 1.0f)
{
float t = dot(v0v2, qvec) * invDet;
if (t > 0)
if (t > 0.0f)
{
HitPosition = RayPosition + (RayDirection * t);
Result = true;
@@ -86,47 +86,47 @@ void trianglePath(uint threadID)
{
uint vertid = uint(mod(float(threadID), float(meshpick.numVerts)));
uint vertid0 = 0;
uint vertid1 = 0;
uint vertid2 = 0;
uint vertid0 = 0u;
uint vertid1 = 0u;
uint vertid2 = 0u;
switch (meshpick.meshMode)
{
case MESH_TRIANGLE_LIST:
{
vertid *= 3;
vertid *= 3u;
vertid0 = vertid;
vertid1 = vertid+1;
vertid2 = vertid+2;
vertid1 = vertid+1u;
vertid2 = vertid+2u;
break;
}
case MESH_TRIANGLE_STRIP:
{
vertid0 = vertid;
vertid1 = vertid+1;
vertid2 = vertid+2;
vertid1 = vertid+1u;
vertid2 = vertid+2u;
break;
}
case MESH_TRIANGLE_FAN:
{
vertid0 = 0;
vertid1 = vertid+1;
vertid2 = vertid+2;
vertid0 = 0u;
vertid1 = vertid+1u;
vertid2 = vertid+2u;
break;
}
case MESH_TRIANGLE_LIST_ADJ:
{
vertid *= 6;
vertid *= 6u;
vertid0 = vertid;
vertid1 = vertid+2;
vertid2 = vertid+4;
vertid1 = vertid+2u;
vertid2 = vertid+4u;
break;
}
case MESH_TRIANGLE_STRIP_ADJ:
{
vertid *= 2;
vertid *= 2u;
vertid0 = vertid;
vertid1 = vertid+2;
vertid2 = vertid+4;
vertid1 = vertid+2u;
vertid2 = vertid+4u;
break;
}
}
+7 -7
View File
@@ -65,7 +65,7 @@ void main()
#endif
// i is the tile we're looking at
for(uint i=1; i < blocksX*blocksY*HGRAM_TILES_PER_BLOCK*HGRAM_TILES_PER_BLOCK; i++)
for(uint i=1u; i < blocksX*blocksY*HGRAM_TILES_PER_BLOCK*HGRAM_TILES_PER_BLOCK; i++)
{
uint blockIdx = i/(HGRAM_TILES_PER_BLOCK*HGRAM_TILES_PER_BLOCK);
uint tileIdx = i%(HGRAM_TILES_PER_BLOCK*HGRAM_TILES_PER_BLOCK);
@@ -79,14 +79,14 @@ void main()
blockXY.y*(HGRAM_TILES_PER_BLOCK*HGRAM_PIXELS_PER_TILE) + tileXY.y*HGRAM_PIXELS_PER_TILE < texDim.y)
{
#if UINT_TEX
minvalU = min(minvalU, src.tiles[i*2 + 0]);
maxvalU = max(maxvalU, src.tiles[i*2 + 1]);
minvalU = min(minvalU, src.tiles[i*2u + 0u]);
maxvalU = max(maxvalU, src.tiles[i*2u + 1u]);
#elif SINT_TEX
minvalI = min(minvalI, src.tiles[i*2 + 0]);
maxvalI = max(maxvalI, src.tiles[i*2 + 1]);
minvalI = min(minvalI, src.tiles[i*2u + 0u]);
maxvalI = max(maxvalI, src.tiles[i*2u + 1u]);
#else
minvalF = min(minvalF, src.tiles[i*2 + 0]);
maxvalF = max(maxvalF, src.tiles[i*2 + 1]);
minvalF = min(minvalF, src.tiles[i*2u + 0u]);
maxvalF = max(maxvalF, src.tiles[i*2u + 1u]);
#endif
}
}
+6 -6
View File
@@ -83,8 +83,8 @@ void main()
}
}
dest.tiles[outIdx*2+0] = minval;
dest.tiles[outIdx*2+1] = maxval;
dest.tiles[outIdx*2u+0u] = minval;
dest.tiles[outIdx*2u+1u] = maxval;
}
#elif SINT_TEX
{
@@ -115,8 +115,8 @@ void main()
}
}
dest.tiles[outIdx*2+0] = minval;
dest.tiles[outIdx*2+1] = maxval;
dest.tiles[outIdx*2u+0u] = minval;
dest.tiles[outIdx*2u+1u] = maxval;
}
#else
{
@@ -147,8 +147,8 @@ void main()
}
}
dest.tiles[outIdx*2+0] = minval;
dest.tiles[outIdx*2+1] = maxval;
dest.tiles[outIdx*2u+0u] = minval;
dest.tiles[outIdx*2u+1u] = maxval;
}
#endif
}