mirror of https://github.com/axmolengine/axmol.git
fix shader header defines (#20077)
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b4d0522116
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@ -32,21 +32,18 @@
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#include "renderer/backend/opengl/UtilsGL.h"
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#include "renderer/backend/opengl/UtilsGL.h"
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CC_BACKEND_BEGIN
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CC_BACKEND_BEGIN
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namespace {
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std::string vsPreDefine("#version 100\n precision highp float;\n precision highp int;\n");
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std::string fsPreDefine("precision mediump float;\n precision mediump int;\n");
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}
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ProgramGL::ProgramGL(const std::string& vertexShader, const std::string& fragmentShader)
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ProgramGL::ProgramGL(const std::string& vertexShader, const std::string& fragmentShader)
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: Program(vertexShader, fragmentShader)
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: Program(vertexShader, fragmentShader)
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{
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{
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#if CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID
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#if CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID
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//some device required manually specify the precision qualifiers for vertex shader.
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//some device required manually specify the precision qualifiers for vertex shader.
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std::string vsPreDefine("#version 100\n precision highp float;\n precision highp int;\n");
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_vertexShaderModule = static_cast<ShaderModuleGL*>(ShaderCache::newVertexShaderModule(std::move(vsPreDefine + _vertexShader)));
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std::string fsPreDefine("precision mediump float;\n precision mediump int;\n");
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_fragmentShaderModule = static_cast<ShaderModuleGL*>(ShaderCache::newFragmentShaderModule(std::move(fsPreDefine + _fragmentShader)));
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vsPreDefine.append(vertexShader);
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fsPreDefine.append(fragmentShader);
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_vertexShader = std::move(vsPreDefine);
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_fragmentShader = std::move(fsPreDefine);
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_vertexShaderModule = static_cast<ShaderModuleGL*>(ShaderCache::newVertexShaderModule(_vertexShader));
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_fragmentShaderModule = static_cast<ShaderModuleGL*>(ShaderCache::newFragmentShaderModule(_fragmentShader));
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#else
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#else
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_vertexShaderModule = static_cast<ShaderModuleGL*>(ShaderCache::newVertexShaderModule(_vertexShader));
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_vertexShaderModule = static_cast<ShaderModuleGL*>(ShaderCache::newVertexShaderModule(_vertexShader));
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_fragmentShaderModule = static_cast<ShaderModuleGL*>(ShaderCache::newFragmentShaderModule(_fragmentShader));
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_fragmentShaderModule = static_cast<ShaderModuleGL*>(ShaderCache::newFragmentShaderModule(_fragmentShader));
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@ -91,8 +88,8 @@ void ProgramGL::reloadProgram()
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_activeUniformInfos.clear();
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_activeUniformInfos.clear();
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_mapToCurrentActiveLocation.clear();
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_mapToCurrentActiveLocation.clear();
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_mapToOriginalLocation.clear();
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_mapToOriginalLocation.clear();
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static_cast<ShaderModuleGL*>(_vertexShaderModule)->compileShader(backend::ShaderStage::VERTEX, _vertexShader);
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static_cast<ShaderModuleGL*>(_vertexShaderModule)->compileShader(backend::ShaderStage::VERTEX, std::move(vsPreDefine + _vertexShader));
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static_cast<ShaderModuleGL*>(_fragmentShaderModule)->compileShader(backend::ShaderStage::FRAGMENT, _fragmentShader);
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static_cast<ShaderModuleGL*>(_fragmentShaderModule)->compileShader(backend::ShaderStage::FRAGMENT, std::move(fsPreDefine + _fragmentShader));
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compileProgram();
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compileProgram();
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computeUniformInfos();
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computeUniformInfos();
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