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wine
vkd3d
Merge requests
!803
vkd3d-shader/glsl: Add vkd3d-shader version information to the generated shader.
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vkd3d-shader/glsl: Add vkd3d-shader version information to the generated shader.
hverbeet/vkd3d:for_upstream_0
into
master
Overview
0
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1
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3
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1
Merged
Henri Verbeet
requested to merge
hverbeet/vkd3d:for_upstream_0
into
master
1 year ago
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1
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1
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master
version 1
bc4d7ae2
1 year ago
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414bb995
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version 1
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libs/vkd3d-shader/glsl.c
+
16
−
12
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@@ -89,35 +89,39 @@ static void vkd3d_glsl_handle_instruction(struct vkd3d_glsl_generator *generator
}
}
static
int
vkd3d_glsl_generator_generate
(
struct
vkd3d_glsl_generator
*
gen
erator
,
struct
vkd3d_shader_code
*
out
)
static
int
vkd3d_glsl_generator_generate
(
struct
vkd3d_glsl_generator
*
gen
,
struct
vkd3d_shader_code
*
out
)
{
const
struct
vkd3d_shader_instruction_array
*
instructions
=
&
generator
->
program
->
instructions
;
const
struct
vkd3d_shader_instruction_array
*
instructions
=
&
gen
->
program
->
instructions
;
struct
vkd3d_string_buffer
*
buffer
=
&
gen
->
buffer
;
unsigned
int
i
;
void
*
code
;
ERR
(
"Generating a GLSL shader. This is unsupported; you get to keep all the pieces if it breaks.
\n
"
);
vkd3d_string_buffer_printf
(
&
generator
->
buffer
,
"#version 440
\n\n
"
);
vkd3d_string_buffer_printf
(
&
generator
->
buffer
,
"void main()
\n
{
\n
"
);
vkd3d_string_buffer_printf
(
buffer
,
"#version 440
\n\n
"
);
++
generator
->
indent
;
vkd3d_string_buffer_printf
(
buffer
,
"/* Generated by %s. */
\n\n
"
,
vkd3d_shader_get_version
(
NULL
,
NULL
));
vkd3d_string_buffer_printf
(
buffer
,
"void main()
\n
{
\n
"
);
++
gen
->
indent
;
for
(
i
=
0
;
i
<
instructions
->
count
;
++
i
)
{
vkd3d_glsl_handle_instruction
(
gen
erator
,
&
instructions
->
elements
[
i
]);
vkd3d_glsl_handle_instruction
(
gen
,
&
instructions
->
elements
[
i
]);
}
vkd3d_string_buffer_printf
(
&
generator
->
buffer
,
"}
\n
"
);
vkd3d_string_buffer_printf
(
buffer
,
"}
\n
"
);
if
(
TRACE_ON
())
vkd3d_string_buffer_trace
(
&
generator
->
buffer
);
vkd3d_string_buffer_trace
(
buffer
);
if
(
gen
erator
->
failed
)
if
(
gen
->
failed
)
return
VKD3D_ERROR_INVALID_SHADER
;
if
((
code
=
vkd3d_malloc
(
generator
->
buffer
.
buffer_size
)))
if
((
code
=
vkd3d_malloc
(
buffer
->
buffer_size
)))
{
memcpy
(
code
,
generator
->
buffer
.
buffer
,
generator
->
buffer
.
content_size
);
out
->
size
=
generator
->
buffer
.
content_size
;
memcpy
(
code
,
buffer
->
buffer
,
buffer
->
content_size
);
out
->
size
=
buffer
->
content_size
;
out
->
code
=
code
;
}
else
return
VKD3D_ERROR_OUT_OF_MEMORY
;
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