Renamed UniformType enum Int1 to Sampler.
This commit is contained in:
parent
6e75f9f663
commit
a54f8a3f81
@ -142,8 +142,8 @@ public:
|
||||
m_ibh = bgfx::createIndexBuffer(bgfx::makeRef(s_cubeIndices, sizeof(s_cubeIndices) ) );
|
||||
|
||||
// Create texture sampler uniforms.
|
||||
s_texColor = bgfx::createUniform("s_texColor", bgfx::UniformType::Int1);
|
||||
s_texNormal = bgfx::createUniform("s_texNormal", bgfx::UniformType::Int1);
|
||||
s_texColor = bgfx::createUniform("s_texColor", bgfx::UniformType::Sampler);
|
||||
s_texNormal = bgfx::createUniform("s_texNormal", bgfx::UniformType::Sampler);
|
||||
|
||||
m_numLights = 4;
|
||||
u_lightPosRadius = bgfx::createUniform("u_lightPosRadius", bgfx::UniformType::Vec4, m_numLights);
|
||||
|
@ -250,8 +250,8 @@ public:
|
||||
}
|
||||
|
||||
// Create texture sampler uniforms.
|
||||
s_texCube = bgfx::createUniform("s_texCube", bgfx::UniformType::Int1);
|
||||
s_texColor = bgfx::createUniform("s_texColor", bgfx::UniformType::Int1);
|
||||
s_texCube = bgfx::createUniform("s_texCube", bgfx::UniformType::Sampler);
|
||||
s_texColor = bgfx::createUniform("s_texColor", bgfx::UniformType::Sampler);
|
||||
|
||||
// Create time uniform.
|
||||
u_time = bgfx::createUniform("u_time", bgfx::UniformType::Vec4);
|
||||
|
@ -183,10 +183,10 @@ public:
|
||||
m_meshProgram = loadProgram("vs_hdr_mesh", "fs_hdr_mesh");
|
||||
m_tonemapProgram = loadProgram("vs_hdr_tonemap", "fs_hdr_tonemap");
|
||||
|
||||
s_texCube = bgfx::createUniform("s_texCube", bgfx::UniformType::Int1);
|
||||
s_texColor = bgfx::createUniform("s_texColor", bgfx::UniformType::Int1);
|
||||
s_texLum = bgfx::createUniform("s_texLum", bgfx::UniformType::Int1);
|
||||
s_texBlur = bgfx::createUniform("s_texBlur", bgfx::UniformType::Int1);
|
||||
s_texCube = bgfx::createUniform("s_texCube", bgfx::UniformType::Sampler);
|
||||
s_texColor = bgfx::createUniform("s_texColor", bgfx::UniformType::Sampler);
|
||||
s_texLum = bgfx::createUniform("s_texLum", bgfx::UniformType::Sampler);
|
||||
s_texBlur = bgfx::createUniform("s_texBlur", bgfx::UniformType::Sampler);
|
||||
u_mtx = bgfx::createUniform("u_mtx", bgfx::UniformType::Mat4);
|
||||
u_tonemap = bgfx::createUniform("u_tonemap", bgfx::UniformType::Vec4);
|
||||
u_offset = bgfx::createUniform("u_offset", bgfx::UniformType::Vec4, 16);
|
||||
|
@ -62,8 +62,8 @@ public:
|
||||
, 0
|
||||
);
|
||||
|
||||
s_texColor = bgfx::createUniform("s_texColor", bgfx::UniformType::Int1);
|
||||
s_texStipple = bgfx::createUniform("s_texStipple", bgfx::UniformType::Int1);
|
||||
s_texColor = bgfx::createUniform("s_texColor", bgfx::UniformType::Sampler);
|
||||
s_texStipple = bgfx::createUniform("s_texStipple", bgfx::UniformType::Sampler);
|
||||
u_stipple = bgfx::createUniform("u_stipple", bgfx::UniformType::Vec4);
|
||||
|
||||
m_program = loadProgram("vs_tree", "fs_tree");
|
||||
|
@ -819,7 +819,7 @@ public:
|
||||
|
||||
s_uniforms.init();
|
||||
|
||||
s_texColor = bgfx::createUniform("s_texColor", bgfx::UniformType::Int1);
|
||||
s_texColor = bgfx::createUniform("s_texColor", bgfx::UniformType::Sampler);
|
||||
|
||||
m_programTextureLighting = loadProgram("vs_stencil_texture_lighting", "fs_stencil_texture_lighting");
|
||||
m_programColorLighting = loadProgram("vs_stencil_color_lighting", "fs_stencil_color_lighting" );
|
||||
|
@ -1896,8 +1896,8 @@ public:
|
||||
|
||||
s_stencilFb = bgfx::createFrameBuffer(BX_COUNTOF(fbtextures), fbtextures, true);
|
||||
|
||||
s_texColor = bgfx::createUniform("s_texColor", bgfx::UniformType::Int1);
|
||||
s_texStencil = bgfx::createUniform("s_texStencil", bgfx::UniformType::Int1);
|
||||
s_texColor = bgfx::createUniform("s_texColor", bgfx::UniformType::Sampler);
|
||||
s_texStencil = bgfx::createUniform("s_texStencil", bgfx::UniformType::Sampler);
|
||||
|
||||
m_programTextureLighting = loadProgram("vs_shadowvolume_texture_lighting", "fs_shadowvolume_texture_lighting");
|
||||
m_programColorLighting = loadProgram("vs_shadowvolume_color_lighting", "fs_shadowvolume_color_lighting" );
|
||||
|
@ -87,7 +87,7 @@ public:
|
||||
bgfx::setDebug(m_debug);
|
||||
|
||||
// Uniforms.
|
||||
s_shadowMap = bgfx::createUniform("s_shadowMap", bgfx::UniformType::Int1);
|
||||
s_shadowMap = bgfx::createUniform("s_shadowMap", bgfx::UniformType::Sampler);
|
||||
u_lightPos = bgfx::createUniform("u_lightPos", bgfx::UniformType::Vec4);
|
||||
u_lightMtx = bgfx::createUniform("u_lightMtx", bgfx::UniformType::Mat4);
|
||||
|
||||
|
@ -1334,11 +1334,11 @@ public:
|
||||
|
||||
// Uniforms.
|
||||
s_uniforms.init();
|
||||
s_texColor = bgfx::createUniform("s_texColor", bgfx::UniformType::Int1);
|
||||
s_shadowMap[0] = bgfx::createUniform("s_shadowMap0", bgfx::UniformType::Int1);
|
||||
s_shadowMap[1] = bgfx::createUniform("s_shadowMap1", bgfx::UniformType::Int1);
|
||||
s_shadowMap[2] = bgfx::createUniform("s_shadowMap2", bgfx::UniformType::Int1);
|
||||
s_shadowMap[3] = bgfx::createUniform("s_shadowMap3", bgfx::UniformType::Int1);
|
||||
s_texColor = bgfx::createUniform("s_texColor", bgfx::UniformType::Sampler);
|
||||
s_shadowMap[0] = bgfx::createUniform("s_shadowMap0", bgfx::UniformType::Sampler);
|
||||
s_shadowMap[1] = bgfx::createUniform("s_shadowMap1", bgfx::UniformType::Sampler);
|
||||
s_shadowMap[2] = bgfx::createUniform("s_shadowMap2", bgfx::UniformType::Sampler);
|
||||
s_shadowMap[3] = bgfx::createUniform("s_shadowMap3", bgfx::UniformType::Sampler);
|
||||
|
||||
// Programs.
|
||||
s_programs.init();
|
||||
|
@ -451,8 +451,8 @@ public:
|
||||
u_params = bgfx::createUniform("u_params", bgfx::UniformType::Vec4);
|
||||
u_flags = bgfx::createUniform("u_flags", bgfx::UniformType::Vec4);
|
||||
u_camPos = bgfx::createUniform("u_camPos", bgfx::UniformType::Vec4);
|
||||
s_texCube = bgfx::createUniform("s_texCube", bgfx::UniformType::Int1);
|
||||
s_texCubeIrr = bgfx::createUniform("s_texCubeIrr", bgfx::UniformType::Int1);
|
||||
s_texCube = bgfx::createUniform("s_texCube", bgfx::UniformType::Sampler);
|
||||
s_texCubeIrr = bgfx::createUniform("s_texCubeIrr", bgfx::UniformType::Sampler);
|
||||
|
||||
m_programMesh = loadProgram("vs_ibl_mesh", "fs_ibl_mesh");
|
||||
m_programSky = loadProgram("vs_ibl_skybox", "fs_ibl_skybox");
|
||||
|
@ -210,8 +210,8 @@ public:
|
||||
m_ibh = bgfx::createIndexBuffer(bgfx::makeRef(s_cubeIndices, sizeof(s_cubeIndices) ) );
|
||||
|
||||
// Create texture sampler uniforms.
|
||||
s_texColor0 = bgfx::createUniform("s_texColor0", bgfx::UniformType::Int1);
|
||||
s_texColor1 = bgfx::createUniform("s_texColor1", bgfx::UniformType::Int1);
|
||||
s_texColor0 = bgfx::createUniform("s_texColor0", bgfx::UniformType::Sampler);
|
||||
s_texColor1 = bgfx::createUniform("s_texColor1", bgfx::UniformType::Sampler);
|
||||
u_color = bgfx::createUniform("u_color", bgfx::UniformType::Vec4);
|
||||
|
||||
m_blend = loadProgram("vs_oit", "fs_oit" );
|
||||
|
@ -262,13 +262,13 @@ public:
|
||||
m_ibh = bgfx::createIndexBuffer(bgfx::makeRef(s_cubeIndices, sizeof(s_cubeIndices) ) );
|
||||
|
||||
// Create texture sampler uniforms.
|
||||
s_texColor = bgfx::createUniform("s_texColor", bgfx::UniformType::Int1);
|
||||
s_texNormal = bgfx::createUniform("s_texNormal", bgfx::UniformType::Int1);
|
||||
s_texColor = bgfx::createUniform("s_texColor", bgfx::UniformType::Sampler);
|
||||
s_texNormal = bgfx::createUniform("s_texNormal", bgfx::UniformType::Sampler);
|
||||
|
||||
s_albedo = bgfx::createUniform("s_albedo", bgfx::UniformType::Int1);
|
||||
s_normal = bgfx::createUniform("s_normal", bgfx::UniformType::Int1);
|
||||
s_depth = bgfx::createUniform("s_depth", bgfx::UniformType::Int1);
|
||||
s_light = bgfx::createUniform("s_light", bgfx::UniformType::Int1);
|
||||
s_albedo = bgfx::createUniform("s_albedo", bgfx::UniformType::Sampler);
|
||||
s_normal = bgfx::createUniform("s_normal", bgfx::UniformType::Sampler);
|
||||
s_depth = bgfx::createUniform("s_depth", bgfx::UniformType::Sampler);
|
||||
s_light = bgfx::createUniform("s_light", bgfx::UniformType::Sampler);
|
||||
|
||||
u_mtx = bgfx::createUniform("u_mtx", bgfx::UniformType::Mat4);
|
||||
u_lightPosRadius = bgfx::createUniform("u_lightPosRadius", bgfx::UniformType::Vec4);
|
||||
|
@ -94,7 +94,7 @@ void VectorDisplay::setup(uint16_t _width, uint16_t _height, uint8_t _view)
|
||||
m_blitShader = loadProgram("vs_vectordisplay_fb", "fs_vectordisplay_blit");
|
||||
|
||||
u_params = bgfx::createUniform("u_params", bgfx::UniformType::Vec4);
|
||||
s_texColor = bgfx::createUniform("s_texColor", bgfx::UniformType::Int1);
|
||||
s_texColor = bgfx::createUniform("s_texColor", bgfx::UniformType::Sampler);
|
||||
|
||||
genLinetex();
|
||||
|
||||
|
@ -112,7 +112,7 @@ public:
|
||||
m_dvbh.idx = bgfx::kInvalidHandle;
|
||||
m_dibh.idx = bgfx::kInvalidHandle;
|
||||
m_heightTexture.idx = bgfx::kInvalidHandle;
|
||||
s_heightTexture = bgfx::createUniform("s_heightTexture", bgfx::UniformType::Int1);
|
||||
s_heightTexture = bgfx::createUniform("s_heightTexture", bgfx::UniformType::Sampler);
|
||||
|
||||
m_oldWidth = 0;
|
||||
m_oldHeight = 0;
|
||||
|
@ -258,12 +258,12 @@ public:
|
||||
u_rsmAmount = bgfx::createUniform("u_rsmAmount", bgfx::UniformType::Vec4); // How much RSM to use vs directional light
|
||||
|
||||
// Create texture sampler uniforms (used when we bind textures)
|
||||
s_normal = bgfx::createUniform("s_normal", bgfx::UniformType::Int1); // Normal gbuffer
|
||||
s_depth = bgfx::createUniform("s_depth", bgfx::UniformType::Int1); // Normal gbuffer
|
||||
s_color = bgfx::createUniform("s_color", bgfx::UniformType::Int1); // Color (albedo) gbuffer
|
||||
s_light = bgfx::createUniform("s_light", bgfx::UniformType::Int1); // Light buffer
|
||||
s_shadowMap = bgfx::createUniform("s_shadowMap", bgfx::UniformType::Int1); // Shadow map
|
||||
s_rsm = bgfx::createUniform("s_rsm", bgfx::UniformType::Int1); // Reflective shadow map
|
||||
s_normal = bgfx::createUniform("s_normal", bgfx::UniformType::Sampler); // Normal gbuffer
|
||||
s_depth = bgfx::createUniform("s_depth", bgfx::UniformType::Sampler); // Normal gbuffer
|
||||
s_color = bgfx::createUniform("s_color", bgfx::UniformType::Sampler); // Color (albedo) gbuffer
|
||||
s_light = bgfx::createUniform("s_light", bgfx::UniformType::Sampler); // Light buffer
|
||||
s_shadowMap = bgfx::createUniform("s_shadowMap", bgfx::UniformType::Sampler); // Shadow map
|
||||
s_rsm = bgfx::createUniform("s_rsm", bgfx::UniformType::Sampler); // Reflective shadow map
|
||||
|
||||
// Create program from shaders.
|
||||
m_gbufferProgram = loadProgram("vs_rsm_gbuffer", "fs_rsm_gbuffer"); // Gbuffer
|
||||
|
@ -155,9 +155,9 @@ public:
|
||||
m_ibh = bgfx::createIndexBuffer(bgfx::makeRef(s_cubeIndices, sizeof(s_cubeIndices) ) );
|
||||
|
||||
// Create texture sampler uniforms.
|
||||
s_texColor = bgfx::createUniform("s_texColor", bgfx::UniformType::Int1);
|
||||
s_texNormal = bgfx::createUniform("s_texNormal", bgfx::UniformType::Int1);
|
||||
s_texDepth = bgfx::createUniform("s_texDepth", bgfx::UniformType::Int1);
|
||||
s_texColor = bgfx::createUniform("s_texColor", bgfx::UniformType::Sampler);
|
||||
s_texNormal = bgfx::createUniform("s_texNormal", bgfx::UniformType::Sampler);
|
||||
s_texDepth = bgfx::createUniform("s_texDepth", bgfx::UniformType::Sampler);
|
||||
|
||||
|
||||
u_light_pos = bgfx::createUniform("u_light_pos", bgfx::UniformType::Vec4);
|
||||
|
@ -447,7 +447,7 @@ namespace
|
||||
m_time = 0.0f;
|
||||
m_timeScale = 1.0f;
|
||||
|
||||
s_texLightmap = bgfx::createUniform("s_texLightmap", bgfx::UniformType::Int1);
|
||||
s_texLightmap = bgfx::createUniform("s_texLightmap", bgfx::UniformType::Sampler);
|
||||
u_sunLuminance = bgfx::createUniform("u_sunLuminance", bgfx::UniformType::Vec4);
|
||||
u_skyLuminanceXYZ = bgfx::createUniform("u_skyLuminanceXYZ", bgfx::UniformType::Vec4);
|
||||
u_skyLuminance = bgfx::createUniform("u_skyLuminance", bgfx::UniformType::Vec4);
|
||||
|
@ -340,7 +340,7 @@ public:
|
||||
u_inputRTSize = bgfx::createUniform("u_inputRTSize", bgfx::UniformType::Vec4);
|
||||
u_cullingConfig = bgfx::createUniform("u_cullingConfig", bgfx::UniformType::Vec4);
|
||||
u_color = bgfx::createUniform("u_color", bgfx::UniformType::Vec4, 32);
|
||||
s_texOcclusionDepth = bgfx::createUniform("s_texOcclusionDepth", bgfx::UniformType::Int1);
|
||||
s_texOcclusionDepth = bgfx::createUniform("s_texOcclusionDepth", bgfx::UniformType::Sampler);
|
||||
|
||||
//create props
|
||||
{
|
||||
|
@ -243,10 +243,10 @@ public:
|
||||
|
||||
m_ibh = bgfx::createIndexBuffer(bgfx::makeRef(s_cubeIndices, sizeof(s_cubeIndices) ) );
|
||||
|
||||
s_albedo = bgfx::createUniform("s_albedo", bgfx::UniformType::Int1);
|
||||
s_tex = bgfx::createUniform("s_tex", bgfx::UniformType::Int1);
|
||||
s_depth = bgfx::createUniform("s_depth", bgfx::UniformType::Int1);
|
||||
s_light = bgfx::createUniform("s_light", bgfx::UniformType::Int1);
|
||||
s_albedo = bgfx::createUniform("s_albedo", bgfx::UniformType::Sampler);
|
||||
s_tex = bgfx::createUniform("s_tex", bgfx::UniformType::Sampler);
|
||||
s_depth = bgfx::createUniform("s_depth", bgfx::UniformType::Sampler);
|
||||
s_light = bgfx::createUniform("s_light", bgfx::UniformType::Sampler);
|
||||
u_pixelSize = bgfx::createUniform("u_pixelSize", bgfx::UniformType::Vec4);
|
||||
u_intensity = bgfx::createUniform("u_intensity", bgfx::UniformType::Vec4);
|
||||
u_color = bgfx::createUniform("u_color", bgfx::UniformType::Vec4);
|
||||
|
@ -296,18 +296,18 @@ namespace
|
||||
m_uniforms.init();
|
||||
|
||||
// Create texture sampler uniforms (used when we bind textures)
|
||||
s_normal = bgfx::createUniform("s_normal", bgfx::UniformType::Int1); // Normal gbuffer
|
||||
s_depth = bgfx::createUniform("s_depth", bgfx::UniformType::Int1); // Normal gbuffer
|
||||
s_color = bgfx::createUniform("s_color", bgfx::UniformType::Int1); // Color (albedo) gbuffer
|
||||
s_albedo = bgfx::createUniform("s_albedo", bgfx::UniformType::Int1);
|
||||
s_normal = bgfx::createUniform("s_normal", bgfx::UniformType::Sampler); // Normal gbuffer
|
||||
s_depth = bgfx::createUniform("s_depth", bgfx::UniformType::Sampler); // Normal gbuffer
|
||||
s_color = bgfx::createUniform("s_color", bgfx::UniformType::Sampler); // Color (albedo) gbuffer
|
||||
s_albedo = bgfx::createUniform("s_albedo", bgfx::UniformType::Sampler);
|
||||
|
||||
s_ao = bgfx::createUniform("s_ao", bgfx::UniformType::Int1);
|
||||
s_blurInput = bgfx::createUniform("s_blurInput", bgfx::UniformType::Int1);
|
||||
s_finalSSAO = bgfx::createUniform("s_finalSSAO", bgfx::UniformType::Int1);
|
||||
s_depthSource = bgfx::createUniform("s_depthSource", bgfx::UniformType::Int1);
|
||||
s_viewspaceDepthSource = bgfx::createUniform("s_viewspaceDepthSource", bgfx::UniformType::Int1);
|
||||
s_viewspaceDepthSourceMirror = bgfx::createUniform("s_viewspaceDepthSourceMirror", bgfx::UniformType::Int1);
|
||||
s_importanceMap = bgfx::createUniform("s_importanceMap", bgfx::UniformType::Int1);
|
||||
s_ao = bgfx::createUniform("s_ao", bgfx::UniformType::Sampler);
|
||||
s_blurInput = bgfx::createUniform("s_blurInput", bgfx::UniformType::Sampler);
|
||||
s_finalSSAO = bgfx::createUniform("s_finalSSAO", bgfx::UniformType::Sampler);
|
||||
s_depthSource = bgfx::createUniform("s_depthSource", bgfx::UniformType::Sampler);
|
||||
s_viewspaceDepthSource = bgfx::createUniform("s_viewspaceDepthSource", bgfx::UniformType::Sampler);
|
||||
s_viewspaceDepthSourceMirror = bgfx::createUniform("s_viewspaceDepthSourceMirror", bgfx::UniformType::Sampler);
|
||||
s_importanceMap = bgfx::createUniform("s_importanceMap", bgfx::UniformType::Sampler);
|
||||
|
||||
// Create program from shaders.
|
||||
m_gbufferProgram = loadProgram("vs_assao_gbuffer", "fs_assao_gbuffer"); // Gbuffer
|
||||
|
@ -871,8 +871,8 @@ VirtualTexture::VirtualTexture(TileDataFile* _tileDataFile, VirtualTextureInfo*
|
||||
// Create uniforms
|
||||
u_vt_settings_1 = bgfx::createUniform("u_vt_settings_1", bgfx::UniformType::Vec4);
|
||||
u_vt_settings_2 = bgfx::createUniform("u_vt_settings_2", bgfx::UniformType::Vec4);
|
||||
s_vt_page_table = bgfx::createUniform("s_vt_page_table", bgfx::UniformType::Int1);
|
||||
s_vt_texture_atlas = bgfx::createUniform("s_vt_texture_atlas", bgfx::UniformType::Int1);
|
||||
s_vt_page_table = bgfx::createUniform("s_vt_page_table", bgfx::UniformType::Sampler);
|
||||
s_vt_texture_atlas = bgfx::createUniform("s_vt_texture_atlas", bgfx::UniformType::Sampler);
|
||||
}
|
||||
|
||||
VirtualTexture::~VirtualTexture()
|
||||
|
@ -636,8 +636,8 @@ struct DebugDrawShared
|
||||
, true
|
||||
);
|
||||
|
||||
u_params = bgfx::createUniform("u_params", bgfx::UniformType::Vec4, 4);
|
||||
s_texColor = bgfx::createUniform("s_texColor", bgfx::UniformType::Int1);
|
||||
u_params = bgfx::createUniform("u_params", bgfx::UniformType::Vec4, 4);
|
||||
s_texColor = bgfx::createUniform("s_texColor", bgfx::UniformType::Sampler);
|
||||
m_texture = bgfx::createTexture2D(SPRITE_TEXTURE_SIZE, SPRITE_TEXTURE_SIZE, false, 1, bgfx::TextureFormat::BGRA8);
|
||||
|
||||
void* vertices[Mesh::Count] = {};
|
||||
|
@ -605,7 +605,7 @@ TextBufferManager::TextBufferManager(FontManager* _fontManager)
|
||||
.add(bgfx::Attrib::Color0, 4, bgfx::AttribType::Uint8, true)
|
||||
.end();
|
||||
|
||||
s_texColor = bgfx::createUniform("s_texColor", bgfx::UniformType::Int1);
|
||||
s_texColor = bgfx::createUniform("s_texColor", bgfx::UniformType::Sampler);
|
||||
}
|
||||
|
||||
TextBufferManager::~TextBufferManager()
|
||||
|
@ -262,7 +262,7 @@ struct OcornutImguiContext
|
||||
.add(bgfx::Attrib::Color0, 4, bgfx::AttribType::Uint8, true)
|
||||
.end();
|
||||
|
||||
s_tex = bgfx::createUniform("s_tex", bgfx::UniformType::Int1);
|
||||
s_tex = bgfx::createUniform("s_tex", bgfx::UniformType::Sampler);
|
||||
|
||||
uint8_t* data;
|
||||
int32_t width;
|
||||
|
@ -271,7 +271,7 @@ namespace
|
||||
gl->u_scissorExtScale = bgfx::createUniform("u_scissorExtScale", bgfx::UniformType::Vec4);
|
||||
gl->u_extentRadius = bgfx::createUniform("u_extentRadius", bgfx::UniformType::Vec4);
|
||||
gl->u_params = bgfx::createUniform("u_params", bgfx::UniformType::Vec4);
|
||||
gl->s_tex = bgfx::createUniform("s_tex", bgfx::UniformType::Int1);
|
||||
gl->s_tex = bgfx::createUniform("s_tex", bgfx::UniformType::Sampler);
|
||||
|
||||
if (bgfx::getRendererType() == bgfx::RendererType::Direct3D9)
|
||||
{
|
||||
|
@ -453,7 +453,7 @@ namespace ps
|
||||
|
||||
m_num = 0;
|
||||
|
||||
s_texColor = bgfx::createUniform("s_texColor", bgfx::UniformType::Int1);
|
||||
s_texColor = bgfx::createUniform("s_texColor", bgfx::UniformType::Sampler);
|
||||
m_texture = bgfx::createTexture2D(
|
||||
SPRITE_TEXTURE_SIZE
|
||||
, SPRITE_TEXTURE_SIZE
|
||||
|
@ -259,12 +259,12 @@ namespace bgfx
|
||||
/// Uniform types:
|
||||
enum Enum
|
||||
{
|
||||
Int1, //!< Int, used for samplers only.
|
||||
End, //!< Reserved, do not use.
|
||||
Sampler, //!< Sampler.
|
||||
End, //!< Reserved, do not use.
|
||||
|
||||
Vec4, //!< 4 floats vector.
|
||||
Mat3, //!< 3x3 matrix.
|
||||
Mat4, //!< 4x4 matrix.
|
||||
Vec4, //!< 4 floats vector.
|
||||
Mat3, //!< 3x3 matrix.
|
||||
Mat4, //!< 4x4 matrix.
|
||||
|
||||
Count
|
||||
};
|
||||
|
@ -212,7 +212,7 @@ typedef enum bgfx_texture_format
|
||||
|
||||
typedef enum bgfx_uniform_type
|
||||
{
|
||||
BGFX_UNIFORM_TYPE_INT1,
|
||||
BGFX_UNIFORM_TYPE_SAMPLER,
|
||||
BGFX_UNIFORM_TYPE_END,
|
||||
|
||||
BGFX_UNIFORM_TYPE_VEC4,
|
||||
|
@ -6,7 +6,7 @@
|
||||
#ifndef BGFX_DEFINES_H_HEADER_GUARD
|
||||
#define BGFX_DEFINES_H_HEADER_GUARD
|
||||
|
||||
#define BGFX_API_VERSION UINT32_C(91)
|
||||
#define BGFX_API_VERSION UINT32_C(92)
|
||||
|
||||
/// Color RGB/alpha/depth write. When it's not specified write will be disabled.
|
||||
#define BGFX_STATE_WRITE_R UINT64_C(0x0000000000000001) //!< Enable R write.
|
||||
|
@ -2328,7 +2328,7 @@ namespace bgfx
|
||||
if (isValid(_sampler) )
|
||||
{
|
||||
uint32_t stage = _stage;
|
||||
setUniform(UniformType::Int1, _sampler, &stage, 1);
|
||||
setUniform(UniformType::Sampler, _sampler, &stage, 1);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -3242,9 +3242,9 @@ namespace bgfx { namespace d3d11
|
||||
}
|
||||
break;
|
||||
|
||||
CASE_IMPLEMENT_UNIFORM(Int1, I, int);
|
||||
CASE_IMPLEMENT_UNIFORM(Vec4, F, float);
|
||||
CASE_IMPLEMENT_UNIFORM(Mat4, F, float);
|
||||
CASE_IMPLEMENT_UNIFORM(Sampler, I, int);
|
||||
CASE_IMPLEMENT_UNIFORM(Vec4, F, float);
|
||||
CASE_IMPLEMENT_UNIFORM(Mat4, F, float);
|
||||
|
||||
case UniformType::End:
|
||||
break;
|
||||
|
@ -3131,9 +3131,9 @@ namespace bgfx { namespace d3d12
|
||||
}
|
||||
break;
|
||||
|
||||
CASE_IMPLEMENT_UNIFORM(Int1, I, int);
|
||||
CASE_IMPLEMENT_UNIFORM(Vec4, F, float);
|
||||
CASE_IMPLEMENT_UNIFORM(Mat4, F, float);
|
||||
CASE_IMPLEMENT_UNIFORM(Sampler, I, int);
|
||||
CASE_IMPLEMENT_UNIFORM(Vec4, F, float);
|
||||
CASE_IMPLEMENT_UNIFORM(Mat4, F, float);
|
||||
|
||||
case UniformType::End:
|
||||
break;
|
||||
|
@ -1921,9 +1921,9 @@ namespace bgfx { namespace d3d9
|
||||
}
|
||||
break;
|
||||
|
||||
CASE_IMPLEMENT_UNIFORM(Int1, I, int);
|
||||
CASE_IMPLEMENT_UNIFORM(Vec4, F, float);
|
||||
CASE_IMPLEMENT_UNIFORM(Mat4, F, float);
|
||||
CASE_IMPLEMENT_UNIFORM(Sampler, I, int);
|
||||
CASE_IMPLEMENT_UNIFORM(Vec4, F, float);
|
||||
CASE_IMPLEMENT_UNIFORM(Mat4, F, float);
|
||||
|
||||
case UniformType::End:
|
||||
break;
|
||||
|
@ -3616,16 +3616,8 @@ BX_TRACE("%d, %d, %d, %s", _array, _srgb, _mipAutogen, getName(_format) );
|
||||
|
||||
switch (type)
|
||||
{
|
||||
// case ConstantType::Int1:
|
||||
// {
|
||||
// int* value = (int*)data;
|
||||
// BX_TRACE("Int1 sampler %d, loc %d (num %d, copy %d)", *value, loc, num, copy);
|
||||
// GL_CHECK(glUniform1iv(loc, num, value) );
|
||||
// }
|
||||
// break;
|
||||
|
||||
CASE_IMPLEMENT_UNIFORM(Int1, 1iv, I, int);
|
||||
CASE_IMPLEMENT_UNIFORM(Vec4, 4fv, F, float);
|
||||
CASE_IMPLEMENT_UNIFORM(Sampler, 1iv, I, int);
|
||||
CASE_IMPLEMENT_UNIFORM(Vec4, 4fv, F, float);
|
||||
CASE_IMPLEMENT_UNIFORM_T(Mat3, Matrix3fv, F, float);
|
||||
CASE_IMPLEMENT_UNIFORM_T(Mat4, Matrix4fv, F, float);
|
||||
|
||||
@ -4020,7 +4012,7 @@ BX_TRACE("%d, %d, %d, %s", _array, _srgb, _mipAutogen, getName(_format) );
|
||||
{
|
||||
case GL_INT:
|
||||
case GL_UNSIGNED_INT:
|
||||
return UniformType::Int1;
|
||||
return UniformType::Sampler;
|
||||
|
||||
case GL_FLOAT:
|
||||
case GL_FLOAT_VEC2:
|
||||
@ -4076,7 +4068,7 @@ BX_TRACE("%d, %d, %d, %s", _array, _srgb, _mipAutogen, getName(_format) );
|
||||
case GL_IMAGE_CUBE:
|
||||
case GL_INT_IMAGE_CUBE:
|
||||
case GL_UNSIGNED_INT_IMAGE_CUBE:
|
||||
return UniformType::Int1;
|
||||
return UniformType::Sampler;
|
||||
};
|
||||
|
||||
BX_CHECK(false, "Unrecognized GL type 0x%04x.", _type);
|
||||
|
@ -319,7 +319,7 @@ namespace bgfx { namespace mtl
|
||||
{
|
||||
case MTLDataTypeUInt:
|
||||
case MTLDataTypeInt:
|
||||
return UniformType::Int1;
|
||||
return UniformType::Sampler;
|
||||
|
||||
case MTLDataTypeFloat:
|
||||
case MTLDataTypeFloat2:
|
||||
@ -1413,9 +1413,9 @@ namespace bgfx { namespace mtl
|
||||
}
|
||||
break;
|
||||
|
||||
CASE_IMPLEMENT_UNIFORM(Int1, I, int);
|
||||
CASE_IMPLEMENT_UNIFORM(Vec4, F, float);
|
||||
CASE_IMPLEMENT_UNIFORM(Mat4, F, float);
|
||||
CASE_IMPLEMENT_UNIFORM(Sampler, I, int);
|
||||
CASE_IMPLEMENT_UNIFORM(Vec4, F, float);
|
||||
CASE_IMPLEMENT_UNIFORM(Mat4, F, float);
|
||||
|
||||
case UniformType::End:
|
||||
break;
|
||||
|
@ -2873,9 +2873,9 @@ VK_IMPORT_DEVICE
|
||||
}
|
||||
break;
|
||||
|
||||
CASE_IMPLEMENT_UNIFORM(Int1, I, int);
|
||||
CASE_IMPLEMENT_UNIFORM(Vec4, F, float);
|
||||
CASE_IMPLEMENT_UNIFORM(Mat4, F, float);
|
||||
CASE_IMPLEMENT_UNIFORM(Sampler, I, int);
|
||||
CASE_IMPLEMENT_UNIFORM(Vec4, F, float);
|
||||
CASE_IMPLEMENT_UNIFORM(Mat4, F, float);
|
||||
|
||||
case UniformType::End:
|
||||
break;
|
||||
|
@ -213,14 +213,14 @@ namespace bgfx { namespace hlsl
|
||||
|
||||
static const UniformRemap s_uniformRemap[] =
|
||||
{
|
||||
{ UniformType::Int1, D3D_SVC_SCALAR, D3D_SVT_INT, 0, 0 },
|
||||
{ UniformType::Sampler, D3D_SVC_SCALAR, D3D_SVT_INT, 0, 0 },
|
||||
{ UniformType::Vec4, D3D_SVC_VECTOR, D3D_SVT_FLOAT, 0, 0 },
|
||||
{ UniformType::Mat3, D3D_SVC_MATRIX_COLUMNS, D3D_SVT_FLOAT, 3, 3 },
|
||||
{ UniformType::Mat4, D3D_SVC_MATRIX_COLUMNS, D3D_SVT_FLOAT, 4, 4 },
|
||||
{ UniformType::Int1, D3D_SVC_OBJECT, D3D_SVT_SAMPLER, 0, 0 },
|
||||
{ UniformType::Int1, D3D_SVC_OBJECT, D3D_SVT_SAMPLER2D, 0, 0 },
|
||||
{ UniformType::Int1, D3D_SVC_OBJECT, D3D_SVT_SAMPLER3D, 0, 0 },
|
||||
{ UniformType::Int1, D3D_SVC_OBJECT, D3D_SVT_SAMPLERCUBE, 0, 0 },
|
||||
{ UniformType::Sampler, D3D_SVC_OBJECT, D3D_SVT_SAMPLER, 0, 0 },
|
||||
{ UniformType::Sampler, D3D_SVC_OBJECT, D3D_SVT_SAMPLER2D, 0, 0 },
|
||||
{ UniformType::Sampler, D3D_SVC_OBJECT, D3D_SVT_SAMPLER3D, 0, 0 },
|
||||
{ UniformType::Sampler, D3D_SVC_OBJECT, D3D_SVT_SAMPLERCUBE, 0, 0 },
|
||||
};
|
||||
|
||||
UniformType::Enum findUniformType(const D3D11_SHADER_TYPE_DESC& constDesc)
|
||||
@ -527,7 +527,7 @@ namespace bgfx { namespace hlsl
|
||||
{
|
||||
Uniform un;
|
||||
un.name.assign(bindDesc.Name, (end.getPtr() - bindDesc.Name) );
|
||||
un.type = UniformType::Enum(BGFX_UNIFORM_SAMPLERBIT | UniformType::Int1);
|
||||
un.type = UniformType::Enum(BGFX_UNIFORM_SAMPLERBIT | UniformType::Sampler);
|
||||
un.num = 1;
|
||||
un.regIndex = uint16_t(bindDesc.BindPoint);
|
||||
un.regCount = uint16_t(bindDesc.BindCount);
|
||||
|
@ -742,7 +742,7 @@ namespace bgfx { namespace spirv
|
||||
switch (program->getUniformType(ii))
|
||||
{
|
||||
case 0x1404: // GL_INT:
|
||||
un.type = UniformType::Int1;
|
||||
un.type = UniformType::Sampler;
|
||||
break;
|
||||
case 0x8B52: // GL_FLOAT_VEC4:
|
||||
un.type = UniformType::Vec4;
|
||||
|
@ -1269,7 +1269,7 @@ int _main_(int _argc, char** _argv)
|
||||
const bgfx::Caps* caps = bgfx::getCaps();
|
||||
bgfx::RendererType::Enum type = caps->rendererType;
|
||||
|
||||
bgfx::UniformHandle s_texColor = bgfx::createUniform("s_texColor", bgfx::UniformType::Int1);
|
||||
bgfx::UniformHandle s_texColor = bgfx::createUniform("s_texColor", bgfx::UniformType::Sampler);
|
||||
bgfx::UniformHandle u_mtx = bgfx::createUniform("u_mtx", bgfx::UniformType::Mat4);
|
||||
bgfx::UniformHandle u_params0 = bgfx::createUniform("u_params0", bgfx::UniformType::Vec4);
|
||||
bgfx::UniformHandle u_params1 = bgfx::createUniform("u_params1", bgfx::UniformType::Vec4);
|
||||
|
Loading…
Reference in New Issue
Block a user