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https://github.com/MobileGL-Dev/MobileGL
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[Fix] (Diligent/PSO): Use GLSL For Vulkan mode somewhere.
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@@ -249,7 +249,12 @@ namespace MG_GL::GL {
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auto& programInfo = MG_Diligent::g_ProgramMap[program];
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auto& programInfo = MG_Diligent::g_ProgramMap[program];
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auto& programObj = MG_State_T::programState->programs_[program];
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auto& programObj = MG_State_T::programState->programs_[program];
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if (programObj.uniformValues.empty() || !programInfo.pDefaultUBO) {
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if (!programInfo.pDefaultUBO) {
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MG_Util::Debug::LogE("Program %u does not have a default UBO. Skipping uniform update.", program);
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return;
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}
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if (programObj.uniformValues.empty()) {
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MG_Util::Debug::LogE("Program %u has no uniforms. Skipping uniform update.", program);
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return;
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return;
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}
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}
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@@ -61,7 +61,8 @@ namespace MG_GL::GL {
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auto spirv = MG_Util::Program::CompileGLSLToSPIRV(
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auto spirv = MG_Util::Program::CompileGLSLToSPIRV(
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MG_State_T::programState->shaders_[reflectionShaderId].type,
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MG_State_T::programState->shaders_[reflectionShaderId].type,
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itSource->second,
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itSource->second,
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infoLog
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infoLog,
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true
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);
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);
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if (spirv.empty()) {
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if (spirv.empty()) {
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MG_Util::Debug::LogE("GLSL to SPIR-V compilation failed for shader %u: %s", reflectionShaderId, infoLog.c_str());
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MG_Util::Debug::LogE("GLSL to SPIR-V compilation failed for shader %u: %s", reflectionShaderId, infoLog.c_str());
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