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Copy file name to clipboardExpand all lines: src/nbl/video/COpenGLShader.cpp
+18-18Lines changed: 18 additions & 18 deletions
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@@ -11,36 +11,36 @@ using namespace nbl::video;
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// TODO: deduce the following in COpenGLPhysicalDevice from the OpenGL extension presence, and then add the defines as standardy from IPhysicalDevice : addCommonGLSLDefines() instead
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// The subgroup stuff is a bit hard cause we made up "extra" extensions such as `NBL_GL_KHR_shader_subgroup_ballot_inverse_ballot_bit_count` (probably best to expose as extra features)
//addGLSLDefineToPool(pool,"NBL_GLSL_LIMIT_SHADER_GROUP_HANDLE_CAPTURE_REPLAY_SIZE",m_properties.limits.shaderGroupHandleCaptureReplaySize); // [DO NOT EXPOSE] for capture tools
@@ -307,9 +307,9 @@ void IPhysicalDevice::addCommonGLSLDefines(std::ostringstream& pool, const bool
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if (m_properties.limits.postDepthCoverage) addGLSLDefineToPool(pool,"NBL_GLSL_LIMIT_POST_DEPTH_COVERAGE");
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if (m_properties.limits.shaderStencilExport) addGLSLDefineToPool(pool,"NBL_GLSL_LIMIT_SHADER_STENCIL_EXPORT");
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if (m_properties.limits.decorateString) addGLSLDefineToPool(pool,"NBL_GLSL_LIMIT_DECORATE_STRING");
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if (m_properties.limits.externalFence) addGLSLDefineToPool(pool,"NBL_GLSL_LIMIT_EXTERNAL_FENCE");
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if (m_properties.limits.externalMemory) addGLSLDefineToPool(pool,"NBL_GLSL_LIMIT_EXTERNAL_MEMORY");
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// if (m_properties.limits.externalSemaphore) addGLSLDefineToPool(pool,"NBL_GLSL_LIMIT_EXTERNAL_SEMAPHORE"); // not directly related to any shader stuff
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//if (m_properties.limits.externalFence) addGLSLDefineToPool(pool,"NBL_GLSL_LIMIT_EXTERNAL_FENCE"); // [TODO] requires instance extensions, add them
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//if (m_properties.limits.externalMemory) addGLSLDefineToPool(pool,"NBL_GLSL_LIMIT_EXTERNAL_MEMORY"); // [TODO] requires instance extensions, add them
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// if (m_properties.limits.externalSemaphore) addGLSLDefineToPool(pool,"NBL_GLSL_LIMIT_EXTERNAL_SEMAPHORE"); // [TODO] requires instance extensions, add them
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if (m_properties.limits.shaderNonSemanticInfo) addGLSLDefineToPool(pool,"NBL_GLSL_LIMIT_SHADER_NON_SEMANTIC_INFO");
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if (m_properties.limits.fragmentShaderBarycentric) addGLSLDefineToPool(pool,"NBL_GLSL_LIMIT_FRAGMENT_SHADER_BARYCENTRIC");
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if (m_properties.limits.geometryShaderPassthrough) addGLSLDefineToPool(pool,"NBL_GLSL_LIMIT_GEOMETRY_SHADER_PASSTHROUGH");
@@ -452,7 +452,7 @@ void IPhysicalDevice::addCommonGLSLDefines(std::ostringstream& pool, const bool
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if (m_features.shaderImageInt64Atomics) addGLSLDefineToPool(pool, "NBL_GLSL_FEATURE_SHADER_IMAGE_INT64_ATOMICS");
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if (m_features.sparseImageInt64Atomics) addGLSLDefineToPool(pool, "NBL_GLSL_FEATURE_SPARSE_IMAGE_INT64_ATOMICS");
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if (m_features.accelerationStructure) addGLSLDefineToPool(pool, "NBL_GLSL_FEATURE_ACCELERATION_STRUCTURE");
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// if (m_features.accelerationStructureCaptureReplay) addGLSLDefineToPool(pool, "NBL_GLSL_FEATURE_ACCELERATION_STRUCTURE_CAPTURE_REPLAY"); // shader doesn't need to know about
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// if (m_features.accelerationStructureCaptureReplay) addGLSLDefineToPool(pool, "NBL_GLSL_FEATURE_ACCELERATION_STRUCTURE_CAPTURE_REPLAY"); // [DO NOT EXPOSE] for capture tools
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if (m_features.accelerationStructureIndirectBuild) addGLSLDefineToPool(pool, "NBL_GLSL_FEATURE_ACCELERATION_STRUCTURE_INDIRECT_BUILD");
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if (m_features.accelerationStructureHostCommands) addGLSLDefineToPool(pool, "NBL_GLSL_FEATURE_ACCELERATION_STRUCTURE_HOST_COMMANDS");
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// if (m_features.descriptorBindingAccelerationStructureUpdateAfterBind) addGLSLDefineToPool(pool, "NBL_GLSL_FEATURE_DESCRIPTOR_BINDING_ACCELERATION_STRUCTURE_UPDATE_AFTER_BIND"); // shader doesn't need to know about
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