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metal: use EXT_vulkan_glsl_relaxed
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@@ -88,13 +88,7 @@ static const char global_uniforms[] = R"(
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// According to the GLSL ES 1.0 spec, uniform precision must match between stages,
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// but we can't guarantee that highp is always supported in fragment shaders...
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// We *really* don't want to use mediump for these in vertex shaders though.
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#if __VERSION__ >= 300 && defined(LOVE_USE_UNIFORM_BUFFERS)
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layout (std140) uniform love_UniformsPerDrawBuffer {
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highp vec4 love_UniformsPerDraw[13];
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};
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#else
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uniform LOVE_HIGHP_OR_MEDIUMP vec4 love_UniformsPerDraw[13];
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#endif
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// These are initialized in love_initializeBuiltinUniforms below. GLSL ES can't
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// do it as an initializer.
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@@ -536,8 +530,6 @@ std::string Shader::createShaderStageCode(Graphics *gfx, ShaderStage::StageType
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ss << "#define LOVE_GAMMA_CORRECT 1\n";
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if (info.usesMRT)
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ss << "#define LOVE_MULTI_RENDER_TARGETS 1\n";
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if (gfx->getRenderer() == Graphics::RENDERER_METAL)
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ss << "#define LOVE_USE_UNIFORM_BUFFERS 1\n"; // FIXME: this is temporary
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ss << glsl::global_syntax;
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ss << stageinfo.header;
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ss << glsl::global_uniforms;
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@@ -250,7 +250,7 @@ Shader::Shader(id<MTLDevice> device, love::graphics::ShaderStage *vertex, love::
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continue;
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}
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if (resource.name == "love_UniformsPerDrawBuffer")
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if (resource.name == "gl_DefaultUniformBlock")
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{
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msl.set_decoration(resource.id, spv::DecorationBinding, 0);
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const SPIRType &type = msl.get_type(resource.base_type_id);
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@@ -154,11 +154,12 @@ ShaderStage::ShaderStage(love::graphics::Graphics *gfx, StageType stage, const s
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// We can't reuse the validation glslang shader object in the base class,
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// because we need these options set (and the language set to >= 300).
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glslangShader->setEnvInput(EShSourceGlsl, glslangStage, EShClientNone, 0);
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glslangShader->setEnvClient(EShClientOpenGL, EShTargetOpenGL_450);
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glslangShader->setEnvTarget(EShTargetSpv, EShTargetSpv_1_0);
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glslangShader->setEnvInput(EShSourceGlsl, glslangStage, EShClientVulkan, 450);
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glslangShader->setEnvClient(EShClientVulkan, EShTargetVulkan_1_2);
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glslangShader->setEnvTarget(EShTargetSpv, EShTargetSpv_1_5);
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glslangShader->setAutoMapLocations(true);
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glslangShader->setAutoMapBindings(true);
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glslangShader->setEnvInputVulkanRulesRelaxed();
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const char *csrc = source.c_str();
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int srclen = (int) source.length();
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