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Split RenderingDevice into API-agnostic and RenderingDeviceDriver parts
Credit and thanks to @bruzvg for multiple build fixes, update of 3rd-party items and MinGW support. Co-authored-by: bruvzg <7645683+bruvzg@users.noreply.github.com>
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@@ -242,8 +242,8 @@ void ShaderRD::_compile_variant(uint32_t p_variant, const CompileData *p_data) {
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current_source = builder.as_string();
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RD::ShaderStageSPIRVData stage;
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stage.spir_v = RD::get_singleton()->shader_compile_spirv_from_source(RD::SHADER_STAGE_VERTEX, current_source, RD::SHADER_LANGUAGE_GLSL, &error);
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if (stage.spir_v.size() == 0) {
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stage.spirv = RD::get_singleton()->shader_compile_spirv_from_source(RD::SHADER_STAGE_VERTEX, current_source, RD::SHADER_LANGUAGE_GLSL, &error);
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if (stage.spirv.size() == 0) {
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build_ok = false;
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} else {
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stage.shader_stage = RD::SHADER_STAGE_VERTEX;
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@@ -260,8 +260,8 @@ void ShaderRD::_compile_variant(uint32_t p_variant, const CompileData *p_data) {
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current_source = builder.as_string();
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RD::ShaderStageSPIRVData stage;
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stage.spir_v = RD::get_singleton()->shader_compile_spirv_from_source(RD::SHADER_STAGE_FRAGMENT, current_source, RD::SHADER_LANGUAGE_GLSL, &error);
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if (stage.spir_v.size() == 0) {
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stage.spirv = RD::get_singleton()->shader_compile_spirv_from_source(RD::SHADER_STAGE_FRAGMENT, current_source, RD::SHADER_LANGUAGE_GLSL, &error);
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if (stage.spirv.size() == 0) {
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build_ok = false;
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} else {
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stage.shader_stage = RD::SHADER_STAGE_FRAGMENT;
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@@ -279,8 +279,8 @@ void ShaderRD::_compile_variant(uint32_t p_variant, const CompileData *p_data) {
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current_source = builder.as_string();
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RD::ShaderStageSPIRVData stage;
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stage.spir_v = RD::get_singleton()->shader_compile_spirv_from_source(RD::SHADER_STAGE_COMPUTE, current_source, RD::SHADER_LANGUAGE_GLSL, &error);
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if (stage.spir_v.size() == 0) {
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stage.spirv = RD::get_singleton()->shader_compile_spirv_from_source(RD::SHADER_STAGE_COMPUTE, current_source, RD::SHADER_LANGUAGE_GLSL, &error);
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if (stage.spirv.size() == 0) {
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build_ok = false;
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} else {
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stage.shader_stage = RD::SHADER_STAGE_COMPUTE;
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