Fix DebugDraw shaders compilation (#2362)
* Fix DebugDraw shaders compilation Pull request #2317 broke compilation of the DebugDraw shaders (vs_debugdraw_fill.sc, etc) on the Intel mesa driver. Shaders with a version lower than 130 have no support for uvec or ivec by default on OpenGL. This patch detects when these shaders are present and bumps the version when appropriate. * Removed the ivecs from the patch It seems the ivecs are infact supported on versions lower than 130 on OpenGL.
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@ -254,6 +254,23 @@ namespace bgfx
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NULL
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NULL
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};
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};
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static const char* s_bitsToEncoders[] =
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{
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"floatBitsToUint",
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"floatBitsToInt",
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"intBitsToFloat",
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"uintBitsToFloat",
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NULL
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};
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static const char* s_unsignedVecs[] =
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{
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"uvec2",
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"uvec3",
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"uvec4",
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NULL
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};
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const char* s_uniformTypeName[] =
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const char* s_uniformTypeName[] =
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{
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{
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"int", "int",
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"int", "int",
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@ -2129,15 +2146,14 @@ namespace bgfx
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const bx::StringView preprocessedInput(preprocessor.m_preprocessed.c_str() );
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const bx::StringView preprocessedInput(preprocessor.m_preprocessed.c_str() );
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uint32_t glsl_profile = profile->id;
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uint32_t glsl_profile = profile->id;
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const bool usesBitsToEncoders = true
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&& _options.shaderType == 'f'
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&& !bx::findIdentifierMatch(preprocessedInput, s_bitsToEncoders).isEmpty()
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;
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if (!bx::strFind(preprocessedInput, "layout(std430").isEmpty()
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if (!bx::strFind(preprocessedInput, "layout(std430").isEmpty()
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|| !bx::strFind(preprocessedInput, "image2D").isEmpty()
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|| !bx::strFind(preprocessedInput, "image2D").isEmpty()
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|| (_options.shaderType == 'f'
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|| usesBitsToEncoders)
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&& (!bx::strFind(preprocessedInput, "floatBitsToUint").isEmpty() ||
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!bx::strFind(preprocessedInput, "floatBitsToInt").isEmpty() ||
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!bx::strFind(preprocessedInput, "intBitsToFloat").isEmpty() ||
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!bx::strFind(preprocessedInput, "uintBitsToFloat").isEmpty()
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) )
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)
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{
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{
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if (profile->lang == ShadingLang::GLSL
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if (profile->lang == ShadingLang::GLSL
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&& glsl_profile < 430)
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&& glsl_profile < 430)
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@ -2169,6 +2185,7 @@ namespace bgfx
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const bool usesTextureArray = !bx::findIdentifierMatch(input, s_textureArray).isEmpty();
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const bool usesTextureArray = !bx::findIdentifierMatch(input, s_textureArray).isEmpty();
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const bool usesPacking = !bx::findIdentifierMatch(input, s_ARB_shading_language_packing).isEmpty();
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const bool usesPacking = !bx::findIdentifierMatch(input, s_ARB_shading_language_packing).isEmpty();
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const bool usesViewportLayerArray = !bx::findIdentifierMatch(input, s_ARB_shader_viewport_layer_array).isEmpty();
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const bool usesViewportLayerArray = !bx::findIdentifierMatch(input, s_ARB_shader_viewport_layer_array).isEmpty();
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const bool usesUnsignedVecs = !bx::findIdentifierMatch(preprocessedInput, s_unsignedVecs).isEmpty();
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if (profile->lang != ShadingLang::ESSL)
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if (profile->lang != ShadingLang::ESSL)
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{
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{
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@ -2176,6 +2193,7 @@ namespace bgfx
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|| !bx::findIdentifierMatch(input, s_130).isEmpty()
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|| !bx::findIdentifierMatch(input, s_130).isEmpty()
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|| usesInterpolationQualifiers
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|| usesInterpolationQualifiers
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|| usesTexelFetch
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|| usesTexelFetch
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|| usesUnsignedVecs
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) );
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) );
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bx::stringPrintf(code, "#version %d\n", need130 ? 130 : glsl_profile);
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bx::stringPrintf(code, "#version %d\n", need130 ? 130 : glsl_profile);
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@ -2303,6 +2321,11 @@ namespace bgfx
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}
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}
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else
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else
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{
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{
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if ((glsl_profile < 300) && usesUnsignedVecs)
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{
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glsl_profile = 300;
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}
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if (glsl_profile > 100)
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if (glsl_profile > 100)
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{
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{
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bx::stringPrintf(code, "#version %d es\n", glsl_profile);
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bx::stringPrintf(code, "#version %d es\n", glsl_profile);
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