[Fix] (MG/GLSLTool): Finally fixing blur shader!

- use glslang mapIO() function to correctly link shader in/out varyings
- no need to flip y (already using VK_KHR_maintenance1 to specify negative viewport height)
- use pointers to avoid unnecessary copying
This commit is contained in:
2025-06-24 16:33:16 +08:00
parent 20a945c6f0
commit 0c031d3e0b
4 changed files with 18 additions and 21 deletions
+6 -6
View File
@@ -422,26 +422,26 @@ GLuint ProgramState::GetCurrentProgram() const {
return currentProgram_;
}
ShaderObject ProgramState::GetShaderObject(GLuint shader) const {
const ShaderObject* ProgramState::GetShaderObject(GLuint shader) const {
MG_Util::Debug::LogD("MG_State: Program: GetShaderObject called, shader=%u", shader);
auto it = shaders_.find(shader);
if (it == shaders_.end()) {
MG_Util::Debug::LogW("MG_State: Program: GetShaderObject warning: invalid shader id %u", shader);
return ShaderObject();
return nullptr;
}
MG_Util::Debug::LogD("MG_State: Program: GetShaderObject success, returning object");
return it->second;
return &(it->second);
}
ProgramObject ProgramState::GetProgramObject(GLuint program) const {
const ProgramObject* ProgramState::GetProgramObject(GLuint program) const {
MG_Util::Debug::LogD("MG_State: Program: GetProgramObject called, program=%u", program);
auto it = programs_.find(program);
if (it == programs_.end()) {
MG_Util::Debug::LogW("MG_State: Program: GetProgramObject warning: invalid program id %u", program);
return ProgramObject();
return nullptr;
}
MG_Util::Debug::LogD("MG_State: Program: GetProgramObject success, returning object");
return it->second;
return &(it->second);
}
bool ProgramState::ValidateProgram_(GLuint program) {