gpu/internal/convertshaders: don't require GL_ARB_shading_language_420pack

It's not supported on macOS.

Updates gio#216

Signed-off-by: Elias Naur <mail@eliasnaur.com>
This commit is contained in:
Elias Naur
2021-04-16 18:37:12 +02:00
parent 0a91858163
commit c19ce8e1d7
2 changed files with 25 additions and 121 deletions
+1 -1
View File
@@ -56,7 +56,7 @@ func (spirv *SPIRVCross) Convert(path, variant string, shader []byte, target, ve
default:
return "", fmt.Errorf("unknown target %q", target)
}
cmd.Args = append(cmd.Args, base)
cmd.Args = append(cmd.Args, "--no-420pack-extension", base)
out, err := cmd.CombinedOutput()
if err != nil {
+24 -120
View File
@@ -617,9 +617,6 @@ void main()
`,
GLSL130: `#version 130
#ifdef GL_ARB_shading_language_420pack
#extension GL_ARB_shading_language_420pack : require
#endif
struct Color
{
@@ -638,11 +635,8 @@ void main()
`,
GLSL150: `#version 150
#ifdef GL_ARB_shading_language_420pack
#extension GL_ARB_shading_language_420pack : require
#endif
layout(binding = 0, std140) uniform Color
layout(std140) uniform Color
{
vec4 color;
} _color;
@@ -706,9 +700,6 @@ void main()
`,
GLSL130: `#version 130
#ifdef GL_ARB_shading_language_420pack
#extension GL_ARB_shading_language_420pack : require
#endif
struct Gradient
{
@@ -728,11 +719,8 @@ void main()
`,
GLSL150: `#version 150
#ifdef GL_ARB_shading_language_420pack
#extension GL_ARB_shading_language_420pack : require
#endif
layout(binding = 0, std140) uniform Gradient
layout(std140) uniform Gradient
{
vec4 color1;
vec4 color2;
@@ -783,11 +771,8 @@ void main()
`,
GLSL130: `#version 130
#ifdef GL_ARB_shading_language_420pack
#extension GL_ARB_shading_language_420pack : require
#endif
layout(binding = 0) uniform sampler2D tex;
uniform sampler2D tex;
out vec4 fragColor;
in vec2 vUV;
@@ -799,11 +784,8 @@ void main()
`,
GLSL150: `#version 150
#ifdef GL_ARB_shading_language_420pack
#extension GL_ARB_shading_language_420pack : require
#endif
layout(binding = 0) uniform sampler2D tex;
uniform sampler2D tex;
out vec4 fragColor;
in vec2 vUV;
@@ -910,9 +892,6 @@ void main()
`,
GLSL130: `#version 130
#ifdef GL_ARB_shading_language_420pack
#extension GL_ARB_shading_language_420pack : require
#endif
struct m3x2
{
@@ -956,9 +935,6 @@ void main()
`,
GLSL150: `#version 150
#ifdef GL_ARB_shading_language_420pack
#extension GL_ARB_shading_language_420pack : require
#endif
struct m3x2
{
@@ -966,7 +942,7 @@ struct m3x2
vec3 r1;
};
layout(binding = 0, std140) uniform Block
layout(std140) uniform Block
{
vec4 transform;
vec4 uvTransformR1;
@@ -2217,11 +2193,8 @@ void main()
`,
GLSL130: `#version 130
#ifdef GL_ARB_shading_language_420pack
#extension GL_ARB_shading_language_420pack : require
#endif
layout(binding = 0) uniform sampler2D tex;
uniform sampler2D tex;
out vec4 fragColor;
@@ -2243,11 +2216,8 @@ void main()
`,
GLSL150: `#version 150
#ifdef GL_ARB_shading_language_420pack
#extension GL_ARB_shading_language_420pack : require
#endif
layout(binding = 0) uniform sampler2D tex;
uniform sampler2D tex;
out vec4 fragColor;
@@ -2333,9 +2303,6 @@ void main()
`,
GLSL130: `#version 130
#ifdef GL_ARB_shading_language_420pack
#extension GL_ARB_shading_language_420pack : require
#endif
void main()
{
@@ -2366,9 +2333,6 @@ void main()
`,
GLSL150: `#version 150
#ifdef GL_ARB_shading_language_420pack
#extension GL_ARB_shading_language_420pack : require
#endif
void main()
{
@@ -2458,9 +2422,6 @@ void main()
`,
GLSL130: `#version 130
#ifdef GL_ARB_shading_language_420pack
#extension GL_ARB_shading_language_420pack : require
#endif
struct Color
{
@@ -2469,7 +2430,7 @@ struct Color
uniform Color _color;
layout(binding = 1) uniform sampler2D cover;
uniform sampler2D cover;
out vec4 fragColor;
in vec2 vCoverUV;
@@ -2484,16 +2445,13 @@ void main()
`,
GLSL150: `#version 150
#ifdef GL_ARB_shading_language_420pack
#extension GL_ARB_shading_language_420pack : require
#endif
layout(binding = 0, std140) uniform Color
layout(std140) uniform Color
{
vec4 color;
} _color;
layout(binding = 1) uniform sampler2D cover;
uniform sampler2D cover;
out vec4 fragColor;
in vec2 vCoverUV;
@@ -2568,9 +2526,6 @@ void main()
`,
GLSL130: `#version 130
#ifdef GL_ARB_shading_language_420pack
#extension GL_ARB_shading_language_420pack : require
#endif
struct Gradient
{
@@ -2580,7 +2535,7 @@ struct Gradient
uniform Gradient _gradient;
layout(binding = 1) uniform sampler2D cover;
uniform sampler2D cover;
out vec4 fragColor;
in vec2 vUV;
@@ -2595,17 +2550,14 @@ void main()
`,
GLSL150: `#version 150
#ifdef GL_ARB_shading_language_420pack
#extension GL_ARB_shading_language_420pack : require
#endif
layout(binding = 0, std140) uniform Gradient
layout(std140) uniform Gradient
{
vec4 color1;
vec4 color2;
} _gradient;
layout(binding = 1) uniform sampler2D cover;
uniform sampler2D cover;
out vec4 fragColor;
in vec2 vUV;
@@ -2663,12 +2615,9 @@ void main()
`,
GLSL130: `#version 130
#ifdef GL_ARB_shading_language_420pack
#extension GL_ARB_shading_language_420pack : require
#endif
layout(binding = 0) uniform sampler2D tex;
layout(binding = 1) uniform sampler2D cover;
uniform sampler2D tex;
uniform sampler2D cover;
out vec4 fragColor;
in vec2 vUV;
@@ -2683,12 +2632,9 @@ void main()
`,
GLSL150: `#version 150
#ifdef GL_ARB_shading_language_420pack
#extension GL_ARB_shading_language_420pack : require
#endif
layout(binding = 0) uniform sampler2D tex;
layout(binding = 1) uniform sampler2D cover;
uniform sampler2D tex;
uniform sampler2D cover;
out vec4 fragColor;
in vec2 vUV;
@@ -2808,9 +2754,6 @@ void main()
`,
GLSL130: `#version 130
#ifdef GL_ARB_shading_language_420pack
#extension GL_ARB_shading_language_420pack : require
#endif
struct m3x2
{
@@ -2859,9 +2802,6 @@ void main()
`,
GLSL150: `#version 150
#ifdef GL_ARB_shading_language_420pack
#extension GL_ARB_shading_language_420pack : require
#endif
struct m3x2
{
@@ -2869,7 +2809,7 @@ struct m3x2
vec3 r1;
};
layout(binding = 0, std140) uniform Block
layout(std140) uniform Block
{
vec4 transform;
vec4 uvCoverTransform;
@@ -4293,11 +4233,8 @@ void main()
`,
GLSL130: `#version 130
#ifdef GL_ARB_shading_language_420pack
#extension GL_ARB_shading_language_420pack : require
#endif
layout(binding = 0) uniform sampler2D cover;
uniform sampler2D cover;
in vec2 vUV;
out vec4 fragColor;
@@ -4310,11 +4247,8 @@ void main()
`,
GLSL150: `#version 150
#ifdef GL_ARB_shading_language_420pack
#extension GL_ARB_shading_language_420pack : require
#endif
layout(binding = 0) uniform sampler2D cover;
uniform sampler2D cover;
in vec2 vUV;
out vec4 fragColor;
@@ -4419,9 +4353,6 @@ void main()
`,
GLSL130: `#version 130
#ifdef GL_ARB_shading_language_420pack
#extension GL_ARB_shading_language_420pack : require
#endif
struct m3x2
{
@@ -4464,9 +4395,6 @@ void main()
`,
GLSL150: `#version 150
#ifdef GL_ARB_shading_language_420pack
#extension GL_ARB_shading_language_420pack : require
#endif
struct m3x2
{
@@ -4474,7 +4402,7 @@ struct m3x2
vec3 r1;
};
layout(binding = 0, std140) uniform Block
layout(std140) uniform Block
{
vec4 uvTransform;
vec4 subUVTransform;
@@ -5192,11 +5120,8 @@ void main()
`,
GLSL130: `#version 130
#ifdef GL_ARB_shading_language_420pack
#extension GL_ARB_shading_language_420pack : require
#endif
layout(binding = 0) uniform sampler2D tex;
uniform sampler2D tex;
in vec2 vUV;
out vec4 fragColor;
@@ -5220,11 +5145,8 @@ void main()
`,
GLSL150: `#version 150
#ifdef GL_ARB_shading_language_420pack
#extension GL_ARB_shading_language_420pack : require
#endif
layout(binding = 0) uniform sampler2D tex;
uniform sampler2D tex;
in vec2 vUV;
out vec4 fragColor;
@@ -5279,9 +5201,6 @@ void main()
`,
GLSL130: `#version 130
#ifdef GL_ARB_shading_language_420pack
#extension GL_ARB_shading_language_420pack : require
#endif
out vec2 vUV;
in vec2 uv;
@@ -5295,9 +5214,6 @@ void main()
`,
GLSL150: `#version 150
#ifdef GL_ARB_shading_language_420pack
#extension GL_ARB_shading_language_420pack : require
#endif
out vec2 vUV;
in vec2 uv;
@@ -6083,9 +5999,6 @@ void main()
`,
GLSL130: `#version 130
#ifdef GL_ARB_shading_language_420pack
#extension GL_ARB_shading_language_420pack : require
#endif
in vec2 vTo;
in vec2 vFrom;
@@ -6124,9 +6037,6 @@ void main()
`,
GLSL150: `#version 150
#ifdef GL_ARB_shading_language_420pack
#extension GL_ARB_shading_language_420pack : require
#endif
in vec2 vTo;
in vec2 vFrom;
@@ -6277,9 +6187,6 @@ void main()
`,
GLSL130: `#version 130
#ifdef GL_ARB_shading_language_420pack
#extension GL_ARB_shading_language_420pack : require
#endif
struct Block
{
@@ -6332,11 +6239,8 @@ void main()
`,
GLSL150: `#version 150
#ifdef GL_ARB_shading_language_420pack
#extension GL_ARB_shading_language_420pack : require
#endif
layout(binding = 0, std140) uniform Block
layout(std140) uniform Block
{
vec4 transform;
vec2 pathOffset;