Simplify some GLSL shader loading code#1220
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VReaperV wants to merge 1 commit intoDaemonEngine:masterfrom
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Simplify some GLSL shader loading code#1220VReaperV wants to merge 1 commit intoDaemonEngine:masterfrom
VReaperV wants to merge 1 commit intoDaemonEngine:masterfrom
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slipher
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Jul 16, 2024
| Str::StringRef compileMacros, int deformIndex ) | ||
| { | ||
| GLShaderManager::CompileGPUShaders( shader, program, compileMacros ); | ||
| if ( ( !baseProgram->VS && shader->_hasVertexShader ) || ( !baseProgram->FS && shader->_hasFragmentShader ) |
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It's kinda confusing that program and baseProgram can be the same. I'm not convinced that this refactoring is really simpler.
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Alternatively, code from CompileAndLinkGPUShaderProgram() can be moved to buildPermutation() and baseProgram set to program explicitly for deformIndex == 0.
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Merge the two branches in `GLShaderManager::buildPermutation()` into one since they were doing essentially the same thing.
Change some variable names to avoid confusion between shader and shader programs, fixed some formatting like whitespaces in [] and missing {} in if statements. Removed a redundant namespace in function call.
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This code was removed by #1586. |
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Make somewhat messy code I noticed while working on #1105 and subsequent prs into something more readable.
Merge the two branches in
GLShaderManager::buildPermutation()into one since they were doing essentially the same thing. Change some variable names to avoid confusion between shader and shader programs, fixed some formatting like whitespaces in [] and missing {} in if statements. Removed a redundant namespace in function call.There is technically a slight difference in that compute shaders may be loaded even if
deformIndexis > 0, but I don't think that really matters.