mirror of https://github.com/AxioDL/metaforce.git
Update boo and GLSL backend for Vulkan
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66774da1be
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@ -1 +1 @@
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Subproject commit 6504bfc8c87403801f38947b06ed2a30f10978fb
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Subproject commit 295d100ca3879016083b4fc20b45d0001e2fc13e
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@ -118,7 +118,7 @@ std::string GLSL::makeVert(const char* glslVer, unsigned col, unsigned uv, unsig
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GenerateVertInStruct(col, uv, w) + "\n" +
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GenerateVertToFragStruct() + "\n" +
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GenerateVertUniformStruct(s, tm) +
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"out VertToFrag vtf;\n\n"
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"SBINDING(0) out VertToFrag vtf;\n\n"
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"void main()\n{\n";
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if (s)
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@ -173,7 +173,7 @@ std::string GLSL::makeFrag(const char* glslVer,
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GenerateVertToFragStruct() +
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"\nlayout(location=0) out vec4 colorOut;\n" +
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texMapDecl +
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"in VertToFrag vtf;\n\n" +
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"SBINDING(0) in VertToFrag vtf;\n\n" +
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lightingSrc + "\n" +
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"void main()\n{\n";
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@ -223,7 +223,7 @@ std::string GLSL::makeFrag(const char* glslVer,
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GenerateVertToFragStruct() +
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"\nlayout(location=0) out vec4 colorOut;\n" +
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texMapDecl +
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"in VertToFrag vtf;\n\n" +
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"SBINDING(0) in VertToFrag vtf;\n\n" +
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lightingSrc + "\n" +
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postSrc +
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"\nvoid main()\n{\n";
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@ -455,7 +455,7 @@ struct SPIRVBackendFactory : IShaderBackendFactory
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atUint32 vertSz = vertBlob.size() * sizeof(unsigned int);
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atUint32 fragSz = fragBlob.size() * sizeof(unsigned int);
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atUint32 pipelineSz = pipelineBlob.size() * sizeof(unsigned int);
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atUint32 pipelineSz = pipelineBlob.size();
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size_t cachedSz = 15 + vertSz + fragSz + pipelineSz;
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@ -86,6 +86,7 @@ struct HECLApplicationCallback : boo::IApplicationCallback
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/* Compile HECL shader */
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static std::string testShader = "HECLOpaque(Texture(0, UV(0)))";
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//static std::string testShader = "HECLOpaque(vec4(1.0,1.0,1.0,1.0))";
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hecl::Runtime::ShaderTag testShaderTag(testShader, 0, 1, 0, 0, 0, boo::Primitive::TriStrips, false, false, false);
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boo::IShaderPipeline* testShaderObj =
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shaderMgr.buildShader(testShaderTag, testShader, "testShader", ctx);
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@ -200,7 +201,7 @@ struct HECLApplicationCallback : boo::IApplicationCallback
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vubo->load(&vuboData, sizeof(vuboData));
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gfxQ->setShaderDataBinding(binding);
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gfxQ->draw(0, 4);
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gfxQ->drawIndexed(0, 4);
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gfxQ->resolveDisplay(renderTex);
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gfxQ->execute();
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