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Undo spacing in unchanged file
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970dee0294
commit
76dcc06545
@ -245,11 +245,11 @@ fragment float4 main0(VertexOut in [[stage_in]], texture2d<float> textureSrc [[t
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RendererOutputShader::RendererOutputShader(const std::string& vertex_source, const std::string& fragment_source)
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{
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std::string finalFragmentSrc;
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if (g_renderer->GetType() == RendererAPI::Metal)
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finalFragmentSrc = fragment_source;
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else
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finalFragmentSrc = PrependFragmentPreamble(fragment_source);
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std::string finalFragmentSrc;
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if (g_renderer->GetType() == RendererAPI::Metal)
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finalFragmentSrc = fragment_source;
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else
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finalFragmentSrc = PrependFragmentPreamble(fragment_source);
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m_vertex_shader.reset(g_renderer->shader_create(RendererShader::ShaderType::kVertex, 0, 0, vertex_source, false, false));
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m_fragment_shader.reset(g_renderer->shader_create(RendererShader::ShaderType::kFragment, 0, 0, finalFragmentSrc, false, false));
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@ -397,7 +397,7 @@ layout(location = 0) out vec2 passUV;
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out gl_PerVertex
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{
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vec4 gl_Position;
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vec4 gl_Position;
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};
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void main(){
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@ -446,8 +446,8 @@ std::string RendererOutputShader::GetMetalVertexSource(bool render_upside_down)
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using namespace metal;
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struct VertexOut {
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float4 position [[position]];
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float2 uv;
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float4 position [[position]];
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float2 uv;
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};
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vertex VertexOut main0(ushort vid [[vertex_id]]) {
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@ -533,43 +533,43 @@ void main()
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}
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void RendererOutputShader::InitializeStatic()
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{
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if (g_renderer->GetType() == RendererAPI::Metal)
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{
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std::string vertex_source = GetMetalVertexSource(false);
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std::string vertex_source_ud = GetMetalVertexSource(true);
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if (g_renderer->GetType() == RendererAPI::Metal)
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{
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std::string vertex_source = GetMetalVertexSource(false);
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std::string vertex_source_ud = GetMetalVertexSource(true);
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s_copy_shader = new RendererOutputShader(vertex_source, s_copy_shader_source_mtl);
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s_copy_shader_ud = new RendererOutputShader(vertex_source_ud, s_copy_shader_source_mtl);
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s_copy_shader = new RendererOutputShader(vertex_source, s_copy_shader_source_mtl);
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s_copy_shader_ud = new RendererOutputShader(vertex_source_ud, s_copy_shader_source_mtl);
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s_bicubic_shader = new RendererOutputShader(vertex_source, s_bicubic_shader_source_mtl);
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s_bicubic_shader_ud = new RendererOutputShader(vertex_source_ud, s_bicubic_shader_source_mtl);
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s_bicubic_shader = new RendererOutputShader(vertex_source, s_bicubic_shader_source_mtl);
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s_bicubic_shader_ud = new RendererOutputShader(vertex_source_ud, s_bicubic_shader_source_mtl);
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s_hermit_shader = new RendererOutputShader(vertex_source, s_hermite_shader_source_mtl);
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s_hermit_shader_ud = new RendererOutputShader(vertex_source_ud, s_hermite_shader_source_mtl);
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}
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else
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{
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std::string vertex_source, vertex_source_ud;
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// vertex shader
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if (g_renderer->GetType() == RendererAPI::OpenGL)
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{
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vertex_source = GetOpenGlVertexSource(false);
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vertex_source_ud = GetOpenGlVertexSource(true);
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}
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else if (g_renderer->GetType() == RendererAPI::Vulkan)
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{
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vertex_source = GetVulkanVertexSource(false);
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vertex_source_ud = GetVulkanVertexSource(true);
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}
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s_copy_shader = new RendererOutputShader(vertex_source, s_copy_shader_source);
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s_copy_shader_ud = new RendererOutputShader(vertex_source_ud, s_copy_shader_source);
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s_hermit_shader = new RendererOutputShader(vertex_source, s_hermite_shader_source_mtl);
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s_hermit_shader_ud = new RendererOutputShader(vertex_source_ud, s_hermite_shader_source_mtl);
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}
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else
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{
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std::string vertex_source, vertex_source_ud;
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// vertex shader
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if (g_renderer->GetType() == RendererAPI::OpenGL)
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{
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vertex_source = GetOpenGlVertexSource(false);
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vertex_source_ud = GetOpenGlVertexSource(true);
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}
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else if (g_renderer->GetType() == RendererAPI::Vulkan)
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{
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vertex_source = GetVulkanVertexSource(false);
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vertex_source_ud = GetVulkanVertexSource(true);
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}
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s_copy_shader = new RendererOutputShader(vertex_source, s_copy_shader_source);
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s_copy_shader_ud = new RendererOutputShader(vertex_source_ud, s_copy_shader_source);
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s_bicubic_shader = new RendererOutputShader(vertex_source, s_bicubic_shader_source);
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s_bicubic_shader_ud = new RendererOutputShader(vertex_source_ud, s_bicubic_shader_source);
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s_bicubic_shader = new RendererOutputShader(vertex_source, s_bicubic_shader_source);
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s_bicubic_shader_ud = new RendererOutputShader(vertex_source_ud, s_bicubic_shader_source);
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s_hermit_shader = new RendererOutputShader(vertex_source, s_hermite_shader_source);
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s_hermit_shader_ud = new RendererOutputShader(vertex_source_ud, s_hermite_shader_source);
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}
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s_hermit_shader = new RendererOutputShader(vertex_source, s_hermite_shader_source);
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s_hermit_shader_ud = new RendererOutputShader(vertex_source_ud, s_hermite_shader_source);
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}
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}
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void RendererOutputShader::ShutdownStatic()
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@ -582,4 +582,4 @@ void RendererOutputShader::ShutdownStatic()
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delete s_hermit_shader;
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delete s_hermit_shader_ud;
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}
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}
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