Use kong
This commit is contained in:
@@ -133,7 +133,6 @@ function shader_context_compile(raw: shader_context_t): shader_context_t {
|
||||
|
||||
// Shaders
|
||||
if (raw.shader_from_source) {
|
||||
raw._.pipe_state.kong = true;
|
||||
raw._.pipe_state.vertex_shader = gpu_create_shader_from_source(raw.vertex_shader, shader_type_t.VERTEX);
|
||||
raw._.pipe_state.fragment_shader = gpu_create_shader_from_source(raw.fragment_shader, shader_type_t.FRAGMENT);
|
||||
|
||||
@@ -143,13 +142,6 @@ function shader_context_compile(raw: shader_context_t): shader_context_t {
|
||||
}
|
||||
}
|
||||
else {
|
||||
|
||||
if (starts_with(raw.fragment_shader, "_")) {
|
||||
raw.fragment_shader = substring(raw.fragment_shader, 1, raw.fragment_shader.length);
|
||||
raw.vertex_shader = substring(raw.vertex_shader, 1, raw.vertex_shader.length);
|
||||
raw._.pipe_state.kong = true;
|
||||
}
|
||||
|
||||
///if arm_embed
|
||||
raw._.pipe_state.fragment_shader = sys_get_shader(raw.fragment_shader);
|
||||
raw._.pipe_state.vertex_shader = sys_get_shader(raw.vertex_shader);
|
||||
@@ -378,19 +370,19 @@ function shader_context_get_tex_format(s: string): tex_format_t {
|
||||
|
||||
function shader_context_add_const(raw: shader_context_t, c: shader_const_t, offset: i32) {
|
||||
let cl: iron_gpu_constant_location_t = gpu_get_constant_location(raw._.pipe_state, c.name);
|
||||
if (raw._.pipe_state.kong) {
|
||||
let ptr: gpu_constant_location_impl_t = ADDRESS(cl.impl);
|
||||
ptr.vertexOffset = offset;
|
||||
ptr.fragmentOffset = offset;
|
||||
}
|
||||
|
||||
let ptr: gpu_constant_location_impl_t = ADDRESS(cl.impl);
|
||||
ptr.vertexOffset = offset;
|
||||
ptr.fragmentOffset = offset;
|
||||
|
||||
array_push(raw._.constants, cl);
|
||||
}
|
||||
|
||||
function shader_context_add_tex(raw: shader_context_t, tu: tex_unit_t, i: i32) {
|
||||
let unit: iron_gpu_texture_unit_t = gpu_get_texture_unit(raw._.pipe_state, tu.name);
|
||||
if (raw._.pipe_state.kong) {
|
||||
ARRAY_ACCESS(unit.stages, IRON_GPU_SHADER_TYPE_FRAGMENT) = i;
|
||||
}
|
||||
|
||||
ARRAY_ACCESS(unit.stages, IRON_GPU_SHADER_TYPE_FRAGMENT) = i;
|
||||
|
||||
array_push(raw._.tex_units, unit);
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user