From ec165964bcc490cbd5f24abd4f9b6401017742cd Mon Sep 17 00:00:00 2001 From: baldurk Date: Thu, 4 Oct 2018 14:55:40 +0100 Subject: [PATCH] Fix some pedantic GLSL compilation problems --- renderdoc/data/glsl/histogram.comp | 34 ++++++++++----------- renderdoc/data/glsl/mesh.comp | 44 +++++++++++++-------------- renderdoc/data/glsl/minmaxresult.comp | 14 ++++----- renderdoc/data/glsl/minmaxtile.comp | 12 ++++---- 4 files changed, 52 insertions(+), 52 deletions(-) diff --git a/renderdoc/data/glsl/histogram.comp b/renderdoc/data/glsl/histogram.comp index 0aa629bf5..627e6ab18 100644 --- a/renderdoc/data/glsl/histogram.comp +++ b/renderdoc/data/glsl/histogram.comp @@ -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 diff --git a/renderdoc/data/glsl/mesh.comp b/renderdoc/data/glsl/mesh.comp index fcea71908..1a0ea420b 100644 --- a/renderdoc/data/glsl/mesh.comp +++ b/renderdoc/data/glsl/mesh.comp @@ -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; } } diff --git a/renderdoc/data/glsl/minmaxresult.comp b/renderdoc/data/glsl/minmaxresult.comp index c5a44d4f4..4693f4bfb 100644 --- a/renderdoc/data/glsl/minmaxresult.comp +++ b/renderdoc/data/glsl/minmaxresult.comp @@ -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 } } diff --git a/renderdoc/data/glsl/minmaxtile.comp b/renderdoc/data/glsl/minmaxtile.comp index c2e85ef03..1d7dc0d02 100644 --- a/renderdoc/data/glsl/minmaxtile.comp +++ b/renderdoc/data/glsl/minmaxtile.comp @@ -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 }