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shaderc: Fix getUniformTypeName. (#3580)
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@@ -133,7 +133,7 @@ CS_BIN = $(addprefix $(BUILD_INTERMEDIATE_DIR)/, $(addsuffix .bin, $(basename $(
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BIN = $(VS_BIN) $(FS_BIN) $(CS_BIN)
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ASM = $(VS_ASM) $(FS_ASM)
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ifeq ($(TARGET), $(filter $(TARGET),1 3 4 5 6 7))
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ifeq ($(TARGET), $(filter $(TARGET),1 3 4 5 6 7 8))
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BIN += $(CS_BIN)
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ASM += $(CS_ASM)
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endif
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@@ -319,16 +319,6 @@ namespace bgfx
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NULL
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};
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const char* s_uniformTypeName[] =
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{
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"int", "int",
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NULL, NULL,
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"vec4", "float4",
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"mat3", "float3x3",
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"mat4", "float4x4",
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};
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static_assert(BX_COUNTOF(s_uniformTypeName) == UniformType::Count*2);
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static const char* s_allowedVertexShaderInputs[] =
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{
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"a_position",
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@@ -471,7 +461,8 @@ namespace bgfx
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{
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return "linear";
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}
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else if (0 == bx::strCmp(_glsl, "flat") )
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if (0 == bx::strCmp(_glsl, "flat") )
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{
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return "nointerpolation";
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}
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@@ -479,12 +470,22 @@ namespace bgfx
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return _glsl; // centroid, noperspective
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}
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const char* s_uniformTypeName[] =
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{
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"int", "int",
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NULL, NULL,
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"vec4", "float4",
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"mat3", "float3x3",
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"mat4", "float4x4",
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};
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static_assert(BX_COUNTOF(s_uniformTypeName) == UniformType::Count*2);
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const char* getUniformTypeName(UniformType::Enum _enum)
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{
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uint32_t idx = _enum & ~(kUniformFragmentBit|kUniformSamplerBit);
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const uint32_t idx = _enum & ~(kUniformFragmentBit|kUniformSamplerBit);
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if (idx < UniformType::Count)
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{
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return s_uniformTypeName[idx];
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return s_uniformTypeName[idx*2+0];
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}
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return "Unknown uniform type?!";
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