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@@ -628,7 +628,7 @@ reflect_program(SparseArray &active_locations, LocationMap &locations, LocationM
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//TODO: write code to actually query the block variables.
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const ShaderType *struct_type = ShaderType::register_type(ShaderType::Struct());
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- const ShaderType *type = ShaderType::register_type(ShaderType::StorageBuffer(struct_type, ShaderType::Access::read_write));
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+ const ShaderType *type = ShaderType::register_type(ShaderType::StorageBuffer(struct_type, ShaderType::Access::READ_WRITE));
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std::reverse(ssbo._array_sizes.begin(), ssbo._array_sizes.end());
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for (uint32_t count : ssbo._array_sizes) {
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@@ -1219,77 +1219,77 @@ get_param_type(GLenum param_type) {
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#ifndef OPENGLES
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case GL_IMAGE_1D:
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- return ShaderType::register_type(ShaderType::Image(Texture::TT_1d_texture, ShaderType::ST_float, ShaderType::Access::read_write));
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+ return ShaderType::register_type(ShaderType::Image(Texture::TT_1d_texture, ShaderType::ST_float, ShaderType::Access::READ_WRITE));
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case GL_INT_IMAGE_1D:
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- return ShaderType::register_type(ShaderType::Image(Texture::TT_1d_texture, ShaderType::ST_int, ShaderType::Access::read_write));
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+ return ShaderType::register_type(ShaderType::Image(Texture::TT_1d_texture, ShaderType::ST_int, ShaderType::Access::READ_WRITE));
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case GL_UNSIGNED_INT_IMAGE_1D:
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- return ShaderType::register_type(ShaderType::Image(Texture::TT_1d_texture, ShaderType::ST_uint, ShaderType::Access::read_write));
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+ return ShaderType::register_type(ShaderType::Image(Texture::TT_1d_texture, ShaderType::ST_uint, ShaderType::Access::READ_WRITE));
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case GL_IMAGE_1D_ARRAY:
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- return ShaderType::register_type(ShaderType::Image(Texture::TT_1d_texture_array, ShaderType::ST_float, ShaderType::Access::read_write));
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+ return ShaderType::register_type(ShaderType::Image(Texture::TT_1d_texture_array, ShaderType::ST_float, ShaderType::Access::READ_WRITE));
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case GL_INT_IMAGE_1D_ARRAY:
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- return ShaderType::register_type(ShaderType::Image(Texture::TT_1d_texture_array, ShaderType::ST_int, ShaderType::Access::read_write));
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+ return ShaderType::register_type(ShaderType::Image(Texture::TT_1d_texture_array, ShaderType::ST_int, ShaderType::Access::READ_WRITE));
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case GL_UNSIGNED_INT_IMAGE_1D_ARRAY:
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- return ShaderType::register_type(ShaderType::Image(Texture::TT_1d_texture_array, ShaderType::ST_uint, ShaderType::Access::read_write));
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+ return ShaderType::register_type(ShaderType::Image(Texture::TT_1d_texture_array, ShaderType::ST_uint, ShaderType::Access::READ_WRITE));
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#endif
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case GL_IMAGE_2D:
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- return ShaderType::register_type(ShaderType::Image(Texture::TT_2d_texture, ShaderType::ST_float, ShaderType::Access::read_write));
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+ return ShaderType::register_type(ShaderType::Image(Texture::TT_2d_texture, ShaderType::ST_float, ShaderType::Access::READ_WRITE));
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case GL_INT_IMAGE_2D:
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- return ShaderType::register_type(ShaderType::Image(Texture::TT_2d_texture, ShaderType::ST_int, ShaderType::Access::read_write));
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+ return ShaderType::register_type(ShaderType::Image(Texture::TT_2d_texture, ShaderType::ST_int, ShaderType::Access::READ_WRITE));
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case GL_UNSIGNED_INT_IMAGE_2D:
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- return ShaderType::register_type(ShaderType::Image(Texture::TT_2d_texture, ShaderType::ST_uint, ShaderType::Access::read_write));
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+ return ShaderType::register_type(ShaderType::Image(Texture::TT_2d_texture, ShaderType::ST_uint, ShaderType::Access::READ_WRITE));
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case GL_IMAGE_2D_ARRAY:
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- return ShaderType::register_type(ShaderType::Image(Texture::TT_2d_texture_array, ShaderType::ST_float, ShaderType::Access::read_write));
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+ return ShaderType::register_type(ShaderType::Image(Texture::TT_2d_texture_array, ShaderType::ST_float, ShaderType::Access::READ_WRITE));
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case GL_INT_IMAGE_2D_ARRAY:
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- return ShaderType::register_type(ShaderType::Image(Texture::TT_2d_texture_array, ShaderType::ST_int, ShaderType::Access::read_write));
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+ return ShaderType::register_type(ShaderType::Image(Texture::TT_2d_texture_array, ShaderType::ST_int, ShaderType::Access::READ_WRITE));
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case GL_UNSIGNED_INT_IMAGE_2D_ARRAY:
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- return ShaderType::register_type(ShaderType::Image(Texture::TT_2d_texture_array, ShaderType::ST_uint, ShaderType::Access::read_write));
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+ return ShaderType::register_type(ShaderType::Image(Texture::TT_2d_texture_array, ShaderType::ST_uint, ShaderType::Access::READ_WRITE));
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case GL_IMAGE_3D:
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- return ShaderType::register_type(ShaderType::Image(Texture::TT_3d_texture, ShaderType::ST_float, ShaderType::Access::read_write));
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+ return ShaderType::register_type(ShaderType::Image(Texture::TT_3d_texture, ShaderType::ST_float, ShaderType::Access::READ_WRITE));
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case GL_INT_IMAGE_3D:
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- return ShaderType::register_type(ShaderType::Image(Texture::TT_3d_texture, ShaderType::ST_int, ShaderType::Access::read_write));
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+ return ShaderType::register_type(ShaderType::Image(Texture::TT_3d_texture, ShaderType::ST_int, ShaderType::Access::READ_WRITE));
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case GL_UNSIGNED_INT_IMAGE_3D:
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- return ShaderType::register_type(ShaderType::Image(Texture::TT_3d_texture, ShaderType::ST_uint, ShaderType::Access::read_write));
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+ return ShaderType::register_type(ShaderType::Image(Texture::TT_3d_texture, ShaderType::ST_uint, ShaderType::Access::READ_WRITE));
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case GL_IMAGE_CUBE:
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- return ShaderType::register_type(ShaderType::Image(Texture::TT_cube_map, ShaderType::ST_float, ShaderType::Access::read_write));
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+ return ShaderType::register_type(ShaderType::Image(Texture::TT_cube_map, ShaderType::ST_float, ShaderType::Access::READ_WRITE));
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case GL_INT_IMAGE_CUBE:
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- return ShaderType::register_type(ShaderType::Image(Texture::TT_cube_map, ShaderType::ST_int, ShaderType::Access::read_write));
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+ return ShaderType::register_type(ShaderType::Image(Texture::TT_cube_map, ShaderType::ST_int, ShaderType::Access::READ_WRITE));
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case GL_UNSIGNED_INT_IMAGE_CUBE:
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- return ShaderType::register_type(ShaderType::Image(Texture::TT_cube_map, ShaderType::ST_uint, ShaderType::Access::read_write));
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+ return ShaderType::register_type(ShaderType::Image(Texture::TT_cube_map, ShaderType::ST_uint, ShaderType::Access::READ_WRITE));
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case GL_IMAGE_CUBE_MAP_ARRAY:
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- return ShaderType::register_type(ShaderType::Image(Texture::TT_cube_map_array, ShaderType::ST_float, ShaderType::Access::read_write));
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+ return ShaderType::register_type(ShaderType::Image(Texture::TT_cube_map_array, ShaderType::ST_float, ShaderType::Access::READ_WRITE));
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case GL_INT_IMAGE_CUBE_MAP_ARRAY:
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- return ShaderType::register_type(ShaderType::Image(Texture::TT_cube_map_array, ShaderType::ST_int, ShaderType::Access::read_write));
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+ return ShaderType::register_type(ShaderType::Image(Texture::TT_cube_map_array, ShaderType::ST_int, ShaderType::Access::READ_WRITE));
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case GL_UNSIGNED_INT_IMAGE_CUBE_MAP_ARRAY:
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- return ShaderType::register_type(ShaderType::Image(Texture::TT_cube_map_array, ShaderType::ST_uint, ShaderType::Access::read_write));
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+ return ShaderType::register_type(ShaderType::Image(Texture::TT_cube_map_array, ShaderType::ST_uint, ShaderType::Access::READ_WRITE));
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case GL_IMAGE_BUFFER:
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- return ShaderType::register_type(ShaderType::Image(Texture::TT_buffer_texture, ShaderType::ST_float, ShaderType::Access::read_write));
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+ return ShaderType::register_type(ShaderType::Image(Texture::TT_buffer_texture, ShaderType::ST_float, ShaderType::Access::READ_WRITE));
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case GL_INT_IMAGE_BUFFER:
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- return ShaderType::register_type(ShaderType::Image(Texture::TT_buffer_texture, ShaderType::ST_int, ShaderType::Access::read_write));
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+ return ShaderType::register_type(ShaderType::Image(Texture::TT_buffer_texture, ShaderType::ST_int, ShaderType::Access::READ_WRITE));
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case GL_UNSIGNED_INT_IMAGE_BUFFER:
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- return ShaderType::register_type(ShaderType::Image(Texture::TT_buffer_texture, ShaderType::ST_uint, ShaderType::Access::read_write));
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+ return ShaderType::register_type(ShaderType::Image(Texture::TT_buffer_texture, ShaderType::ST_uint, ShaderType::Access::READ_WRITE));
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}
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GLCAT.error()
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@@ -1971,7 +1971,7 @@ update_shader_texture_bindings(ShaderContext *prev) {
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for (int i = 0; i < num_image_units; ++i) {
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ImageUnit &unit = _image_units[i];
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- ShaderType::Access access = ShaderType::Access::read_write;
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+ ShaderType::Access access = ShaderType::Access::READ_WRITE;
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int z = -1;
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int n = 0;
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PT(Texture) tex = unit._binding->fetch_texture_image(state, unit._resource_id, access, z, n);
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@@ -2025,7 +2025,7 @@ update_shader_texture_bindings(ShaderContext *prev) {
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}
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if (gl_force_image_bindings_writeonly) {
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- access = access & ShaderType::Access::write_only;
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+ access = access & ShaderType::Access::WRITE_ONLY;
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}
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GLenum gl_access = GL_READ_WRITE;
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@@ -2034,18 +2034,18 @@ update_shader_texture_bindings(ShaderContext *prev) {
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GLboolean layered = z < 0;
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switch (access) {
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- case ShaderType::Access::none:
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+ case ShaderType::Access::NONE:
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gl_tex = 0;
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- case ShaderType::Access::read_only:
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+ case ShaderType::Access::READ_ONLY:
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gl_access = GL_READ_ONLY;
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break;
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- case ShaderType::Access::write_only:
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+ case ShaderType::Access::WRITE_ONLY:
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gl_access = GL_WRITE_ONLY;
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unit._written = true;
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break;
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- case ShaderType::Access::read_write:
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+ case ShaderType::Access::READ_WRITE:
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gl_access = GL_READ_WRITE;
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unit._written = true;
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break;
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@@ -2326,30 +2326,30 @@ attach_shader(const ShaderModule *module, Shader::ModuleSpecConstants &consts,
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GLuint handle = 0;
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switch (stage) {
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- case ShaderModule::Stage::vertex:
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+ case ShaderModule::Stage::VERTEX:
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handle = _glgsg->_glCreateShader(GL_VERTEX_SHADER);
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break;
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- case ShaderModule::Stage::fragment:
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+ case ShaderModule::Stage::FRAGMENT:
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handle = _glgsg->_glCreateShader(GL_FRAGMENT_SHADER);
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break;
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#ifndef OPENGLES
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- case ShaderModule::Stage::geometry:
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+ case ShaderModule::Stage::GEOMETRY:
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if (_glgsg->get_supports_geometry_shaders()) {
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handle = _glgsg->_glCreateShader(GL_GEOMETRY_SHADER);
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}
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break;
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- case ShaderModule::Stage::tess_control:
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+ case ShaderModule::Stage::TESS_CONTROL:
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if (_glgsg->get_supports_tessellation_shaders()) {
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handle = _glgsg->_glCreateShader(GL_TESS_CONTROL_SHADER);
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}
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break;
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- case ShaderModule::Stage::tess_evaluation:
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+ case ShaderModule::Stage::TESS_EVALUATION:
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if (_glgsg->get_supports_tessellation_shaders()) {
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handle = _glgsg->_glCreateShader(GL_TESS_EVALUATION_SHADER);
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}
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break;
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#endif
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- case ShaderModule::Stage::compute:
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+ case ShaderModule::Stage::COMPUTE:
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if (_glgsg->get_supports_compute_shaders()) {
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handle = _glgsg->_glCreateShader(GL_COMPUTE_SHADER);
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}
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@@ -2550,7 +2550,7 @@ attach_shader(const ShaderModule *module, Shader::ModuleSpecConstants &consts,
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}
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}
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else if (sc == spv::StorageClassInput) {
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- if (stage == ShaderModule::Stage::vertex) {
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+ if (stage == ShaderModule::Stage::VERTEX) {
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// Explicit attrib locations were added in GLSL 3.30, but we can
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// override the binding in older versions using the API.
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sprintf(buf, "a%u", loc);
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@@ -2566,7 +2566,7 @@ attach_shader(const ShaderModule *module, Shader::ModuleSpecConstants &consts,
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compiler.set_name(id, buf);
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}
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else if (sc == spv::StorageClassOutput) {
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- if (stage == ShaderModule::Stage::fragment) {
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+ if (stage == ShaderModule::Stage::FRAGMENT) {
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// Output of the last stage, same story as above.
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sprintf(buf, "o%u", loc);
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if (options.version < 330) {
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