gl_shader_gen: Always declare extensions after the version declaration
This addresses a bug on geometry shaders where code was being written before all #extension declarations were done. Ref to #2523
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2 changed files with 5 additions and 7 deletions
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@ -170,7 +170,8 @@ GLShader::ProgramResult CreateProgram(const Device& device, Maxwell::ShaderProgr
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CachedProgram SpecializeShader(const std::string& code, const GLShader::ShaderEntries& entries,
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CachedProgram SpecializeShader(const std::string& code, const GLShader::ShaderEntries& entries,
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Maxwell::ShaderProgram program_type, BaseBindings base_bindings,
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Maxwell::ShaderProgram program_type, BaseBindings base_bindings,
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GLenum primitive_mode, bool hint_retrievable = false) {
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GLenum primitive_mode, bool hint_retrievable = false) {
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std::string source = "#version 430 core\n";
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std::string source = "#version 430 core\n"
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"#extension GL_ARB_separate_shader_objects : enable\n\n";
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source += fmt::format("#define EMULATION_UBO_BINDING {}\n", base_bindings.cbuf++);
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source += fmt::format("#define EMULATION_UBO_BINDING {}\n", base_bindings.cbuf++);
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for (const auto& cbuf : entries.const_buffers) {
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for (const auto& cbuf : entries.const_buffers) {
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@ -19,8 +19,7 @@ static constexpr u32 PROGRAM_OFFSET{10};
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ProgramResult GenerateVertexShader(const Device& device, const ShaderSetup& setup) {
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ProgramResult GenerateVertexShader(const Device& device, const ShaderSetup& setup) {
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const std::string id = fmt::format("{:016x}", setup.program.unique_identifier);
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const std::string id = fmt::format("{:016x}", setup.program.unique_identifier);
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std::string out = "#extension GL_ARB_separate_shader_objects : enable\n\n";
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std::string out = "// Shader Unique Id: VS" + id + "\n\n";
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out += "// Shader Unique Id: VS" + id + "\n\n";
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out += GetCommonDeclarations();
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out += GetCommonDeclarations();
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out += R"(
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out += R"(
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@ -82,8 +81,7 @@ void main() {
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ProgramResult GenerateGeometryShader(const Device& device, const ShaderSetup& setup) {
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ProgramResult GenerateGeometryShader(const Device& device, const ShaderSetup& setup) {
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const std::string id = fmt::format("{:016x}", setup.program.unique_identifier);
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const std::string id = fmt::format("{:016x}", setup.program.unique_identifier);
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std::string out = "#extension GL_ARB_separate_shader_objects : enable\n\n";
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std::string out = "// Shader Unique Id: GS" + id + "\n\n";
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out += "// Shader Unique Id: GS" + id + "\n\n";
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out += GetCommonDeclarations();
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out += GetCommonDeclarations();
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out += R"(
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out += R"(
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@ -113,8 +111,7 @@ void main() {
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ProgramResult GenerateFragmentShader(const Device& device, const ShaderSetup& setup) {
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ProgramResult GenerateFragmentShader(const Device& device, const ShaderSetup& setup) {
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const std::string id = fmt::format("{:016x}", setup.program.unique_identifier);
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const std::string id = fmt::format("{:016x}", setup.program.unique_identifier);
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std::string out = "#extension GL_ARB_separate_shader_objects : enable\n\n";
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std::string out = "// Shader Unique Id: FS" + id + "\n\n";
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out += "// Shader Unique Id: FS" + id + "\n\n";
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out += GetCommonDeclarations();
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out += GetCommonDeclarations();
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out += R"(
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out += R"(
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