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@ -93,7 +93,7 @@ static bool blit_build_vs_passthrough(struct vrend_blitter_ctx *blit_ctx) |
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{ |
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blit_ctx->vs = glCreateShader(GL_VERTEX_SHADER); |
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if (!build_and_check(blit_ctx->vs, vs_passthrough)) { |
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if (!build_and_check(blit_ctx->vs, VS_PASSTHROUGH)) { |
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glDeleteShader(blit_ctx->vs); |
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blit_ctx->vs = 0; |
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return false; |
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@ -142,7 +142,7 @@ static GLuint blit_build_frag_tex_col(struct vrend_blitter_ctx *blit_ctx, int tg |
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tgsi_tex_target == TGSI_TEXTURE_SHADOWCUBE_ARRAY) |
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ext_str = "#extension GL_ARB_texture_cube_map_array : require\n"; |
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snprintf(shader_buf, 4096, fs_texfetch_col, ext_str, vrend_shader_samplertypeconv(tgsi_tex_target, &is_shad), twm, ""); |
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snprintf(shader_buf, 4096, FS_TEXFETCH_COL, ext_str, vrend_shader_samplertypeconv(tgsi_tex_target, &is_shad), twm, ""); |
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fs_id = glCreateShader(GL_FRAGMENT_SHADER); |
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@ -191,7 +191,7 @@ static GLuint blit_build_frag_tex_writedepth(struct vrend_blitter_ctx *blit_ctx, |
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break; |
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} |
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snprintf(shader_buf, 4096, fs_texfetch_ds, vrend_shader_samplertypeconv(tgsi_tex_target, &is_shad), twm); |
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snprintf(shader_buf, 4096, FS_TEXFETCH_DS, vrend_shader_samplertypeconv(tgsi_tex_target, &is_shad), twm); |
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fs_id = glCreateShader(GL_FRAGMENT_SHADER); |
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@ -224,7 +224,7 @@ static GLuint blit_build_frag_blit_msaa_depth(struct vrend_blitter_ctx *blit_ctx |
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return 0; |
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} |
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snprintf(shader_buf, 4096, fs_texfetch_ds_msaa, vrend_shader_samplertypeconv(tgsi_tex_target, &is_shad), ivec, twm); |
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snprintf(shader_buf, 4096, FS_TEXFETCH_DS_MSAA, vrend_shader_samplertypeconv(tgsi_tex_target, &is_shad), ivec, twm); |
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fs_id = glCreateShader(GL_FRAGMENT_SHADER); |
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