glsl: Modify the #includes in the DXT5 shaders
1. Drop the commented out includes. Shader caching is disabled if those are found. 2. Replace the active includes with "%s". Later on, we'll construct the final strings with vasprintf. One downside to doing this is that the glsl file extensions are no longer true. These files are now templates. Reviewed-by: Tapani Pälli <tapani.palli@intel.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/19827>
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@@ -31,9 +31,7 @@
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#define const
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#endif
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// #include "/media/matias/Datos/SyntaxHighlightingMisc.h"
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#include "CrossPlatformSettings_piece_all.glsl"
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%s // include "CrossPlatformSettings_piece_all.glsl"
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#define FLT_MAX 340282346638528859811704183484516925440.0f
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@@ -33,9 +33,7 @@
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#define __sharedOnlyBarrier memoryBarrierShared();barrier();
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// #include "/media/matias/Datos/SyntaxHighlightingMisc.h"
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#include "CrossPlatformSettings_piece_all.glsl"
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%s // include "CrossPlatformSettings_piece_all.glsl"
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shared float2 g_minMaxValues[4u * 4u * 4u];
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shared uint2 g_mask[4u * 4u];
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@@ -27,9 +27,7 @@
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#version 310 es
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// #include "/media/matias/Datos/SyntaxHighlightingMisc.h"
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#include "CrossPlatformSettings_piece_all.glsl"
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%s // include "CrossPlatformSettings_piece_all.glsl"
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layout( local_size_x = 8, //
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local_size_y = 8, //
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