mirror of https://github.com/bkaradzic/bgfx
MTL: Allow null fragment shader for depth only programs.
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9422aec753
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@ -1949,12 +1949,7 @@ namespace bgfx { namespace mtl
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{
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BX_CHECK(NULL != _vsh->m_function.m_obj, "Vertex shader doesn't exist.");
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m_vsh = _vsh;
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if (NULL != _fsh)
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{
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BX_CHECK(NULL != _fsh->m_function.m_obj, "Fragment shader doesn't exist.");
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m_fsh = _fsh;
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}
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// get attributes
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bx::memSet(m_attributes, 0xff, sizeof(m_attributes) );
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@ -2193,7 +2188,7 @@ namespace bgfx { namespace mtl
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}
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pd.vertexFunction = m_vsh->m_function;
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pd.fragmentFunction = m_fsh->m_function;
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pd.fragmentFunction = m_fsh != NULL ? m_fsh->m_function : NULL;
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if (isValid(_declHandle) )
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{
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@ -3721,14 +3716,14 @@ namespace bgfx { namespace mtl
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uint32_t vertexUniformBufferSize = program.m_vshConstantBufferSize;
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uint32_t fragmentUniformBufferSize = program.m_fshConstantBufferSize;
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if (vertexUniformBufferSize)
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if (0 != vertexUniformBufferSize)
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{
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m_uniformBufferVertexOffset = BX_ALIGN_MASK(m_uniformBufferVertexOffset, program.m_vshConstantBufferAlignmentMask);
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rce.setVertexBuffer(m_uniformBuffer, m_uniformBufferVertexOffset, 0);
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}
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m_uniformBufferFragmentOffset = m_uniformBufferVertexOffset + vertexUniformBufferSize;
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if (fragmentUniformBufferSize)
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if (0 != fragmentUniformBufferSize)
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{
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m_uniformBufferFragmentOffset = BX_ALIGN_MASK(m_uniformBufferFragmentOffset, program.m_fshConstantBufferAlignmentMask);
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rce.setFragmentBuffer(m_uniformBuffer, m_uniformBufferFragmentOffset, 0);
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