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Merge pull request #2524 from ReinUsesLisp/fixup-extension

gl_shader_gen: Always declare extensions after the version declaration
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bunnei 2019-05-27 12:25:59 -04:00 committed by GitHub
commit 2eb4d27c48
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GPG Key ID: 4AEE18F83AFDEB23
3 changed files with 6 additions and 7 deletions

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@ -35,6 +35,7 @@ Device::Device(std::nullptr_t) {
bool Device::TestVariableAoffi() {
const GLchar* AOFFI_TEST = R"(#version 430 core
// This is a unit test, please ignore me on apitrace bug reports.
uniform sampler2D tex;
uniform ivec2 variable_offset;
void main() {

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@ -170,7 +170,8 @@ GLShader::ProgramResult CreateProgram(const Device& device, Maxwell::ShaderProgr
CachedProgram SpecializeShader(const std::string& code, const GLShader::ShaderEntries& entries,
Maxwell::ShaderProgram program_type, BaseBindings base_bindings,
GLenum primitive_mode, bool hint_retrievable = false) {
std::string source = "#version 430 core\n";
std::string source = "#version 430 core\n"
"#extension GL_ARB_separate_shader_objects : enable\n\n";
source += fmt::format("#define EMULATION_UBO_BINDING {}\n", base_bindings.cbuf++);
for (const auto& cbuf : entries.const_buffers) {

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@ -19,8 +19,7 @@ static constexpr u32 PROGRAM_OFFSET{10};
ProgramResult GenerateVertexShader(const Device& device, const ShaderSetup& setup) {
const std::string id = fmt::format("{:016x}", setup.program.unique_identifier);
std::string out = "#extension GL_ARB_separate_shader_objects : enable\n\n";
out += "// Shader Unique Id: VS" + id + "\n\n";
std::string out = "// Shader Unique Id: VS" + id + "\n\n";
out += GetCommonDeclarations();
out += R"(
@ -82,8 +81,7 @@ void main() {
ProgramResult GenerateGeometryShader(const Device& device, const ShaderSetup& setup) {
const std::string id = fmt::format("{:016x}", setup.program.unique_identifier);
std::string out = "#extension GL_ARB_separate_shader_objects : enable\n\n";
out += "// Shader Unique Id: GS" + id + "\n\n";
std::string out = "// Shader Unique Id: GS" + id + "\n\n";
out += GetCommonDeclarations();
out += R"(
@ -113,8 +111,7 @@ void main() {
ProgramResult GenerateFragmentShader(const Device& device, const ShaderSetup& setup) {
const std::string id = fmt::format("{:016x}", setup.program.unique_identifier);
std::string out = "#extension GL_ARB_separate_shader_objects : enable\n\n";
out += "// Shader Unique Id: FS" + id + "\n\n";
std::string out = "// Shader Unique Id: FS" + id + "\n\n";
out += GetCommonDeclarations();
out += R"(