metal: use EXT_vulkan_glsl_relaxed

This commit is contained in:
Alex Szpakowski
2021-03-23 21:57:36 -03:00
parent cc140ed1ad
commit c0a8aa3ef7
3 changed files with 5 additions and 12 deletions
-8
View File
@@ -88,13 +88,7 @@ static const char global_uniforms[] = R"(
// According to the GLSL ES 1.0 spec, uniform precision must match between stages,
// but we can't guarantee that highp is always supported in fragment shaders...
// We *really* don't want to use mediump for these in vertex shaders though.
#if __VERSION__ >= 300 && defined(LOVE_USE_UNIFORM_BUFFERS)
layout (std140) uniform love_UniformsPerDrawBuffer {
highp vec4 love_UniformsPerDraw[13];
};
#else
uniform LOVE_HIGHP_OR_MEDIUMP vec4 love_UniformsPerDraw[13];
#endif
// These are initialized in love_initializeBuiltinUniforms below. GLSL ES can't
// do it as an initializer.
@@ -536,8 +530,6 @@ std::string Shader::createShaderStageCode(Graphics *gfx, ShaderStage::StageType
ss << "#define LOVE_GAMMA_CORRECT 1\n";
if (info.usesMRT)
ss << "#define LOVE_MULTI_RENDER_TARGETS 1\n";
if (gfx->getRenderer() == Graphics::RENDERER_METAL)
ss << "#define LOVE_USE_UNIFORM_BUFFERS 1\n"; // FIXME: this is temporary
ss << glsl::global_syntax;
ss << stageinfo.header;
ss << glsl::global_uniforms;