- merged gzdoom-gles2 and fixed some issues with pipeline size validation.
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116 changed files with 12502 additions and 80 deletions
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@ -29,6 +29,10 @@
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#include "c_cvars.h"
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#include "v_video.h"
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CVAR(Bool, gl_customshader, true, 0);
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static IHardwareTexture* (*layercallback)(int layer, int translation);
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TArray<UserShaderDesc> usershaders;
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@ -124,17 +128,20 @@ FMaterial::FMaterial(FGameTexture * tx, int scaleflags)
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}
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auto index = tx->GetShaderIndex();
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if (index >= FIRST_USER_SHADER)
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if (gl_customshader)
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{
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const UserShaderDesc &usershader = usershaders[index - FIRST_USER_SHADER];
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if (usershader.shaderType == mShaderIndex) // Only apply user shader if it matches the expected material
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if (index >= FIRST_USER_SHADER)
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{
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for (auto &texture : tx->CustomShaderTextures)
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const UserShaderDesc& usershader = usershaders[index - FIRST_USER_SHADER];
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if (usershader.shaderType == mShaderIndex) // Only apply user shader if it matches the expected material
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{
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if (texture == nullptr) continue;
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mTextureLayers.Push({ texture.get(), 0 }); // scalability should be user-definable.
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for (auto& texture : tx->CustomShaderTextures)
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{
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if (texture == nullptr) continue;
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mTextureLayers.Push({ texture.get(), 0 }); // scalability should be user-definable.
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}
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mShaderIndex = index;
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}
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mShaderIndex = index;
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}
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}
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}
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