Add 'vertexmain' and 'pixelmain' shader entry points.

These are low level 'raw' entry points which don't declare any inputs or outputs themselves. They require GLSL 3 to use.
This commit is contained in:
Alex Szpakowski
2020-12-27 19:17:47 -04:00
parent 769fcf5fc6
commit 2a5a90ccef
3 changed files with 98 additions and 37 deletions
+2 -2
View File
@@ -268,7 +268,7 @@ Shader *Graphics::newShader(const std::vector<std::string> &stagessource)
if (!validstages[i])
continue;
if (info.isStage[i])
if (info.stages[i] != Shader::ENTRYPOINT_NONE)
{
isanystage = true;
stages[i].set(newShaderStage((ShaderStage::StageType) i, source, info), Acquire::NORETAIN);
@@ -347,7 +347,7 @@ bool Graphics::validateShader(bool gles, const std::vector<std::string> &stagess
if (!validstages[i])
continue;
if (info.isStage[i])
if (info.stages[i] != Shader::ENTRYPOINT_NONE)
{
isanystage = true;
std::string glsl = Shader::createShaderStageCode(this, stype, source, info);