Ver Fonte

Cleanup.

Branimir Karadžić há 8 anos atrás
pai
commit
fec8e3a2bd
2 ficheiros alterados com 10 adições e 3 exclusões
  1. 2 3
      src/bgfx_compute.sh
  2. 8 0
      src/bgfx_shader.sh

+ 2 - 3
src/bgfx_compute.sh

@@ -50,11 +50,10 @@
 
 
 #define __IMAGE_IMPL(_textureType, _storeComponents, _type, _loadComponents)                                                     \
 #define __IMAGE_IMPL(_textureType, _storeComponents, _type, _loadComponents)                                                     \
 	_type imageLoad(       Texture2D<_textureType> _image, ivec2 _uv)                { return _image[_uv ]._loadComponents;    } \
 	_type imageLoad(       Texture2D<_textureType> _image, ivec2 _uv)                { return _image[_uv ]._loadComponents;    } \
+	_type imageLoad(     RWTexture2D<_textureType> _image, ivec2 _uv)                { return _image[_uv ]._loadComponents;    } \
 	_type imageLoad(RWTexture2DArray<_textureType> _image, ivec3 _uvw)               { return _image[_uvw ]._loadComponents;   } \
 	_type imageLoad(RWTexture2DArray<_textureType> _image, ivec3 _uvw)               { return _image[_uvw ]._loadComponents;   } \
 	_type imageLoad(       Texture3D<_textureType> _image, ivec3 _uvw)               { return _image[_uvw]._loadComponents;    } \
 	_type imageLoad(       Texture3D<_textureType> _image, ivec3 _uvw)               { return _image[_uvw]._loadComponents;    } \
-	_type imageLoad(     RWTexture2D<_textureType> _image, ivec2 _uv)                { return _image[_uv ]._loadComponents;    } \
-	_type imageLoad(RWTexture2DArray<_textureType> _image, ivec3 _uvw, _type _value) { return _image[_uvw]._loadComponents;    } \
-	_type imageLoad(     RWTexture3D<_textureType> _image, ivec3 _uvw, _type _value) { return _image[_uvw]._loadComponents;    } \
+	_type imageLoad(     RWTexture3D<_textureType> _image, ivec3 _uvw)               { return _image[_uvw]._loadComponents;    } \
 	void imageStore(     RWTexture2D<_textureType> _image, ivec2 _uv,  _type _value) { _image[_uv ] = _value._storeComponents; } \
 	void imageStore(     RWTexture2D<_textureType> _image, ivec2 _uv,  _type _value) { _image[_uv ] = _value._storeComponents; } \
 	void imageStore(RWTexture2DArray<_textureType> _image, ivec3 _uvw, _type _value) { _image[_uvw] = _value._storeComponents; } \
 	void imageStore(RWTexture2DArray<_textureType> _image, ivec3 _uvw, _type _value) { _image[_uvw] = _value._storeComponents; } \
 	void imageStore(     RWTexture3D<_textureType> _image, ivec3 _uvw, _type _value) { _image[_uvw] = _value._storeComponents; }
 	void imageStore(     RWTexture3D<_textureType> _image, ivec3 _uvw, _type _value) { _image[_uvw] = _value._storeComponents; }

+ 8 - 0
src/bgfx_shader.sh

@@ -28,6 +28,14 @@
 #	define EARLY_DEPTH_STENCIL
 #	define EARLY_DEPTH_STENCIL
 #endif // BGFX_SHADER_LANGUAGE_HLSL > 3 && BGFX_SHADER_TYPE_FRAGMENT
 #endif // BGFX_SHADER_LANGUAGE_HLSL > 3 && BGFX_SHADER_TYPE_FRAGMENT
 
 
+#if BGFX_SHADER_LANGUAGE_GLSL
+#   define ARRAY_BEGIN(_type, _name, _count) _type _name[_count] = _type[](
+#   define ARRAY_END() )
+#else
+#   define ARRAY_BEGIN(_type, _name, _count) _type _name[_count] = {
+#   define ARRAY_END() }
+#endif // BGFX_SHADER_LANGUAGE_GLSL
+
 #if BGFX_SHADER_LANGUAGE_HLSL || BGFX_SHADER_LANGUAGE_PSSL || BGFX_SHADER_LANGUAGE_SPIRV
 #if BGFX_SHADER_LANGUAGE_HLSL || BGFX_SHADER_LANGUAGE_PSSL || BGFX_SHADER_LANGUAGE_SPIRV
 #	define CONST(_x) static const _x
 #	define CONST(_x) static const _x
 #	define dFdx(_x) ddx(_x)
 #	define dFdx(_x) ddx(_x)