mirror of https://github.com/bkaradzic/bgfx
GL: Fixed compute texture sampler.
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43dff1df66
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@ -5861,6 +5861,26 @@ namespace bgfx { namespace gl
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code = temp;
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}
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else if (GL_COMPUTE_SHADER == m_type)
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{
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int32_t codeLen = (int32_t)bx::strLen(code);
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int32_t tempLen = codeLen + (4<<10);
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char* temp = (char*)alloca(tempLen);
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bx::StaticMemoryBlockWriter writer(temp, tempLen);
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writeString(&writer, "#version 430\n");
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writeString(&writer, "#define texture2DLod textureLod\n");
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writeString(&writer, "#define texture3DLod textureLod\n");
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writeString(&writer, "#define textureCubeLod textureLod\n");
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writeString(&writer, "#define texture2DGrad textureGrad\n");
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writeString(&writer, "#define texture3DGrad textureGrad\n");
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writeString(&writer, "#define textureCubeGrad textureGrad\n");
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bx::write(&writer, code+bx::strLen("#version 430"), codeLen);
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bx::write(&writer, '\0');
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code = temp;
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}
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GL_CHECK(glShaderSource(m_id, 1, (const GLchar**)&code, NULL) );
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GL_CHECK(glCompileShader(m_id) );
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@ -6586,14 +6606,20 @@ namespace bgfx { namespace gl
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{
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switch (bind.m_type)
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{
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case Binding::Image:
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case Binding::Texture:
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{
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TextureGL& texture = m_textures[bind.m_idx];
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texture.commit(ii, bind.m_un.m_draw.m_textureFlags, _render->m_colorPalette);
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}
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break;
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case Binding::Image:
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{
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const TextureGL& texture = m_textures[bind.m_idx];
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GL_CHECK(glBindImageTexture(ii
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, texture.m_id
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, bind.m_un.m_compute.m_mip
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, texture.isCubeMap()?GL_TRUE:GL_FALSE
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, texture.isCubeMap() ? GL_TRUE : GL_FALSE
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, 0
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, s_access[bind.m_un.m_compute.m_access]
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, s_imageFormat[bind.m_un.m_compute.m_format])
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