Update boo and GLSL backend for Vulkan

This commit is contained in:
Jack Andersen 2016-06-30 16:31:23 -10:00
parent b8010759fb
commit 66774da1be
3 changed files with 7 additions and 6 deletions

2
hecl/extern/boo vendored

@ -1 +1 @@
Subproject commit 6504bfc8c87403801f38947b06ed2a30f10978fb
Subproject commit 295d100ca3879016083b4fc20b45d0001e2fc13e

View File

@ -118,7 +118,7 @@ std::string GLSL::makeVert(const char* glslVer, unsigned col, unsigned uv, unsig
GenerateVertInStruct(col, uv, w) + "\n" +
GenerateVertToFragStruct() + "\n" +
GenerateVertUniformStruct(s, tm) +
"out VertToFrag vtf;\n\n"
"SBINDING(0) out VertToFrag vtf;\n\n"
"void main()\n{\n";
if (s)
@ -173,7 +173,7 @@ std::string GLSL::makeFrag(const char* glslVer,
GenerateVertToFragStruct() +
"\nlayout(location=0) out vec4 colorOut;\n" +
texMapDecl +
"in VertToFrag vtf;\n\n" +
"SBINDING(0) in VertToFrag vtf;\n\n" +
lightingSrc + "\n" +
"void main()\n{\n";
@ -223,7 +223,7 @@ std::string GLSL::makeFrag(const char* glslVer,
GenerateVertToFragStruct() +
"\nlayout(location=0) out vec4 colorOut;\n" +
texMapDecl +
"in VertToFrag vtf;\n\n" +
"SBINDING(0) in VertToFrag vtf;\n\n" +
lightingSrc + "\n" +
postSrc +
"\nvoid main()\n{\n";
@ -455,7 +455,7 @@ struct SPIRVBackendFactory : IShaderBackendFactory
atUint32 vertSz = vertBlob.size() * sizeof(unsigned int);
atUint32 fragSz = fragBlob.size() * sizeof(unsigned int);
atUint32 pipelineSz = pipelineBlob.size() * sizeof(unsigned int);
atUint32 pipelineSz = pipelineBlob.size();
size_t cachedSz = 15 + vertSz + fragSz + pipelineSz;

View File

@ -86,6 +86,7 @@ struct HECLApplicationCallback : boo::IApplicationCallback
/* Compile HECL shader */
static std::string testShader = "HECLOpaque(Texture(0, UV(0)))";
//static std::string testShader = "HECLOpaque(vec4(1.0,1.0,1.0,1.0))";
hecl::Runtime::ShaderTag testShaderTag(testShader, 0, 1, 0, 0, 0, boo::Primitive::TriStrips, false, false, false);
boo::IShaderPipeline* testShaderObj =
shaderMgr.buildShader(testShaderTag, testShader, "testShader", ctx);
@ -200,7 +201,7 @@ struct HECLApplicationCallback : boo::IApplicationCallback
vubo->load(&vuboData, sizeof(vuboData));
gfxQ->setShaderDataBinding(binding);
gfxQ->draw(0, 4);
gfxQ->drawIndexed(0, 4);
gfxQ->resolveDisplay(renderTex);
gfxQ->execute();