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path: root/drivers/gles3/shader_gles3.cpp
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Diffstat (limited to 'drivers/gles3/shader_gles3.cpp')
-rw-r--r--drivers/gles3/shader_gles3.cpp33
1 files changed, 26 insertions, 7 deletions
diff --git a/drivers/gles3/shader_gles3.cpp b/drivers/gles3/shader_gles3.cpp
index 033f10dbc5..2ff7f72180 100644
--- a/drivers/gles3/shader_gles3.cpp
+++ b/drivers/gles3/shader_gles3.cpp
@@ -142,7 +142,7 @@ RID ShaderGLES3::version_create() {
return version_owner.make_rid(version);
}
-void ShaderGLES3::_build_variant_code(StringBuilder &builder, uint32_t p_variant, const Version *p_version, const StageTemplate &p_template, uint64_t p_specialization) {
+void ShaderGLES3::_build_variant_code(StringBuilder &builder, uint32_t p_variant, const Version *p_version, StageType p_stage_type, uint64_t p_specialization) {
#ifdef GLES_OVER_GL
builder.append("#version 330\n");
builder.append("#define USE_GLES_OVER_GL\n");
@@ -171,6 +171,24 @@ void ShaderGLES3::_build_variant_code(StringBuilder &builder, uint32_t p_variant
}
builder.append("\n"); //make sure defines begin at newline
+ // Insert multiview extension loading, because it needs to appear before
+ // any non-preprocessor code (like the "precision highp..." lines below).
+ builder.append("#ifdef USE_MULTIVIEW\n");
+ builder.append("#if defined(GL_OVR_multiview2)\n");
+ builder.append("#extension GL_OVR_multiview2 : require\n");
+ builder.append("#elif defined(GL_OVR_multiview)\n");
+ builder.append("#extension GL_OVR_multiview : require\n");
+ builder.append("#endif\n");
+ if (p_stage_type == StageType::STAGE_TYPE_VERTEX) {
+ builder.append("layout(num_views=2) in;\n");
+ }
+ builder.append("#define ViewIndex gl_ViewID_OVR\n");
+ builder.append("#define MAX_VIEWS 2\n");
+ builder.append("#else\n");
+ builder.append("#define ViewIndex 0\n");
+ builder.append("#define MAX_VIEWS 1\n");
+ builder.append("#endif\n");
+
// Default to highp precision unless specified otherwise.
builder.append("precision highp float;\n");
builder.append("precision highp int;\n");
@@ -180,8 +198,9 @@ void ShaderGLES3::_build_variant_code(StringBuilder &builder, uint32_t p_variant
builder.append("precision highp sampler2DArray;\n");
#endif
- for (uint32_t i = 0; i < p_template.chunks.size(); i++) {
- const StageTemplate::Chunk &chunk = p_template.chunks[i];
+ const StageTemplate &stage_template = stage_templates[p_stage_type];
+ for (uint32_t i = 0; i < stage_template.chunks.size(); i++) {
+ const StageTemplate::Chunk &chunk = stage_template.chunks[i];
switch (chunk.type) {
case StageTemplate::Chunk::TYPE_MATERIAL_UNIFORMS: {
builder.append(p_version->uniforms.get_data()); //uniforms (same for vertex and fragment)
@@ -224,7 +243,7 @@ void ShaderGLES3::_compile_specialization(Version::Specialization &spec, uint32_
//vertex stage
{
StringBuilder builder;
- _build_variant_code(builder, p_variant, p_version, stage_templates[STAGE_TYPE_VERTEX], p_specialization);
+ _build_variant_code(builder, p_variant, p_version, STAGE_TYPE_VERTEX, p_specialization);
spec.vert_id = glCreateShader(GL_VERTEX_SHADER);
String builder_string = builder.as_string();
@@ -272,7 +291,7 @@ void ShaderGLES3::_compile_specialization(Version::Specialization &spec, uint32_
//fragment stage
{
StringBuilder builder;
- _build_variant_code(builder, p_variant, p_version, stage_templates[STAGE_TYPE_FRAGMENT], p_specialization);
+ _build_variant_code(builder, p_variant, p_version, STAGE_TYPE_FRAGMENT, p_specialization);
spec.frag_id = glCreateShader(GL_FRAGMENT_SHADER);
String builder_string = builder.as_string();
@@ -413,7 +432,7 @@ RS::ShaderNativeSourceCode ShaderGLES3::version_get_native_source_code(RID p_ver
{
StringBuilder builder;
- _build_variant_code(builder, i, version, stage_templates[STAGE_TYPE_VERTEX], specialization_default_mask);
+ _build_variant_code(builder, i, version, STAGE_TYPE_VERTEX, specialization_default_mask);
RS::ShaderNativeSourceCode::Version::Stage stage;
stage.name = "vertex";
@@ -425,7 +444,7 @@ RS::ShaderNativeSourceCode ShaderGLES3::version_get_native_source_code(RID p_ver
//fragment stage
{
StringBuilder builder;
- _build_variant_code(builder, i, version, stage_templates[STAGE_TYPE_FRAGMENT], specialization_default_mask);
+ _build_variant_code(builder, i, version, STAGE_TYPE_FRAGMENT, specialization_default_mask);
RS::ShaderNativeSourceCode::Version::Stage stage;
stage.name = "fragment";