[Fix] (Diligent/Shader): Try to bind varying in glsl str.

This commit is contained in:
BZLZHH
2025-06-29 11:42:38 +08:00
parent 8a0d00f94b
commit e1fd5678ec
4 changed files with 79 additions and 20 deletions
+3 -2
View File
@@ -174,12 +174,13 @@ namespace MG_Util::Program {
}
std::vector<unsigned> CompileGLSLToSPIRV(GLenum shaderType, const std::string& source,
std::string& infoLog, bool isVkGLSL = false);
std::string& infoLog, bool isVkGLSL = false, GLenum additionalShaderType = 0,
const std::string& additionalShaderSource = {});
std::string CompileGLSLToTShader(GLenum shaderType, const std::string& source,
glslang::TShader *&shader, bool isVkGLSL = false);
std::vector<std::vector<unsigned>> CompileMultipleShadersToSPIRV(const ProgramState& state, ProgramObject& prog, std::string& infoLog);
void ReflectSPIRVUniforms(const std::vector<std::vector<unsigned>>& allSpirv, ProgramObject& prog, std::string& infoLog);
std::string CompileSPIRVToGLSL(std::vector<unsigned int> spirv, uint glslVersion, bool isES);
std::string CompileSPIRVToGLSL(std::vector<unsigned int> spirv, uint glslVersion, bool isES, bool isVkGLSL = false);
std::pair<std::string, std::string> GenerateDefaultUBOForGLSL(const std::pair<std::string,
std::string>& glslSources);
void GenerateDefaultUBOForGLSL_Multi(