OpenGL: Fix rendered textures being flipped.
This was because the clip space of OpenGL has an inverted Y compared to other APIs. This commit: - Updates SPIRV-Cross to the latest version - Uses the new vertex.flip_vert_y option in ShaderModuleGL - Enables tests that are now passing in GL.
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@ -23,12 +23,14 @@ namespace d3d12 {
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: ShaderModuleBase(builder), device(device) {
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spirv_cross::CompilerHLSL compiler(builder->AcquireSpirv());
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spirv_cross::CompilerHLSL::Options options;
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options.shader_model = 51;
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options.flip_vert_y = false;
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options.fixup_clipspace = true;
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spirv_cross::CompilerGLSL::Options options_glsl;
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options_glsl.vertex.flip_vert_y = false;
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options_glsl.vertex.fixup_clipspace = true;
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compiler.spirv_cross::CompilerGLSL::set_options(options_glsl);
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compiler.set_options(options);
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spirv_cross::CompilerHLSL::Options options_hlsl;
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options_hlsl.shader_model = 51;
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compiler.spirv_cross::CompilerHLSL::set_options(options_hlsl);
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ExtractSpirvInfo(compiler);
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@ -57,6 +57,7 @@ namespace opengl {
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#else
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options.version = 440;
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#endif
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options.vertex.flip_vert_y = true;
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compiler.set_options(options);
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// Rename the push constant block to be prefixed with the shader stage type so that uniform names
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@ -439,7 +439,7 @@ TEST_P(InputStateTest, MixedEverything) {
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DoTestDraw(pipeline, 1, 1, {{0, &buffer0}, {1, &buffer1}});
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}
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NXT_INSTANTIATE_TEST(InputStateTest, D3D12Backend, MetalBackend)
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NXT_INSTANTIATE_TEST(InputStateTest, D3D12Backend, MetalBackend, OpenGLBackend)
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// TODO for the input state:
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// - Add more vertex formats
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@ -308,4 +308,4 @@ TEST_P(PrimitiveTopologyTest, TriangleStrip) {
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});
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}
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NXT_INSTANTIATE_TEST(PrimitiveTopologyTest, D3D12Backend, MetalBackend)
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NXT_INSTANTIATE_TEST(PrimitiveTopologyTest, D3D12Backend, MetalBackend, OpenGLBackend)
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@ -1 +1 @@
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Subproject commit e8eae4d7dde433b1a8dc7e9a977508f8cef9c984
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Subproject commit 694cad533296df02b4562f4a5a20cba1d1a9dbaf
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