| 1600 | } |
| 1601 | |
| 1602 | void ContentResolver::CompileShaders() |
| 1603 | { |
| 1604 | // Don't load shaders in headless mode |
| 1605 | if (_isHeadless) { |
| 1606 | return; |
| 1607 | } |
| 1608 | |
| 1609 | ZoneScoped; |
| 1610 | |
| 1611 | _precompiledShaders[(std::int32_t)PrecompiledShader::Lighting] = CompileShader("Lighting", Shaders::LightingVs, Shaders::LightingFs); |
| 1612 | _precompiledShaders[(std::int32_t)PrecompiledShader::BatchedLighting] = CompileShader("BatchedLighting", Shaders::BatchedLightingVs, Shaders::LightingFs, Shader::Introspection::NoUniformsInBlocks); |
| 1613 | _precompiledShaders[(std::int32_t)PrecompiledShader::Lighting]->RegisterBatchedShader(*_precompiledShaders[(int32_t)PrecompiledShader::BatchedLighting]); |
| 1614 | |
| 1615 | _precompiledShaders[(std::int32_t)PrecompiledShader::Blur] = CompileShader("Blur", Shader::DefaultVertex::SPRITE, Shaders::BlurFs); |
| 1616 | _precompiledShaders[(std::int32_t)PrecompiledShader::Downsample] = CompileShader("Downsample", Shader::DefaultVertex::SPRITE, Shaders::DownsampleFs); |
| 1617 | _precompiledShaders[(std::int32_t)PrecompiledShader::Combine] = CompileShader("Combine", Shaders::CombineVs, Shaders::CombineFs); |
| 1618 | _precompiledShaders[(std::int32_t)PrecompiledShader::CombineWithWater] = CompileShader("CombineWithWater", Shaders::CombineVs, Shaders::CombineWithWaterFs); |
| 1619 | _precompiledShaders[(std::int32_t)PrecompiledShader::CombineWithWaterLow] = CompileShader("CombineWithWaterLow", Shaders::CombineVs, Shaders::CombineWithWaterLowFs); |
| 1620 | |
| 1621 | _precompiledShaders[(std::int32_t)PrecompiledShader::TexturedBackground] = CompileShader("TexturedBackground", Shader::DefaultVertex::SPRITE, Shaders::TexturedBackgroundFs); |
| 1622 | _precompiledShaders[(std::int32_t)PrecompiledShader::TexturedBackgroundDither] = CompileShader("TexturedBackgroundDither", Shader::DefaultVertex::SPRITE, Shaders::TexturedBackgroundFs, Shader::Introspection::Enabled, { "DITHER"_s }); |
| 1623 | _precompiledShaders[(std::int32_t)PrecompiledShader::TexturedBackgroundCircle] = CompileShader("TexturedBackgroundCircle", Shader::DefaultVertex::SPRITE, Shaders::TexturedBackgroundCircleFs); |
| 1624 | _precompiledShaders[(std::int32_t)PrecompiledShader::TexturedBackgroundCircleDither] = CompileShader("TexturedBackgroundCircleDither", Shader::DefaultVertex::SPRITE, Shaders::TexturedBackgroundCircleFs, Shader::Introspection::Enabled, { "DITHER"_s }); |
| 1625 | |
| 1626 | _precompiledShaders[(std::int32_t)PrecompiledShader::Colorized] = CompileShader("Colorized", Shader::DefaultVertex::SPRITE, Shaders::ColorizedFs); |
| 1627 | _precompiledShaders[(std::int32_t)PrecompiledShader::BatchedColorized] = CompileShader("BatchedColorized", Shader::DefaultVertex::BATCHED_SPRITES, Shaders::ColorizedFs, Shader::Introspection::NoUniformsInBlocks); |
| 1628 | _precompiledShaders[(std::int32_t)PrecompiledShader::Colorized]->RegisterBatchedShader(*_precompiledShaders[(int32_t)PrecompiledShader::BatchedColorized]); |
| 1629 | |
| 1630 | _precompiledShaders[(std::int32_t)PrecompiledShader::Tinted] = CompileShader("Tinted", Shader::DefaultVertex::SPRITE, Shaders::TintedFs); |
| 1631 | _precompiledShaders[(std::int32_t)PrecompiledShader::BatchedTinted] = CompileShader("BatchedTinted", Shader::DefaultVertex::BATCHED_SPRITES, Shaders::TintedFs, Shader::Introspection::NoUniformsInBlocks); |
| 1632 | _precompiledShaders[(std::int32_t)PrecompiledShader::Tinted]->RegisterBatchedShader(*_precompiledShaders[(int32_t)PrecompiledShader::BatchedTinted]); |
| 1633 | |
| 1634 | _precompiledShaders[(std::int32_t)PrecompiledShader::Outline] = CompileShader("Outline", Shader::DefaultVertex::SPRITE, Shaders::OutlineFs); |
| 1635 | _precompiledShaders[(std::int32_t)PrecompiledShader::BatchedOutline] = CompileShader("BatchedOutline", Shader::DefaultVertex::BATCHED_SPRITES, Shaders::OutlineFs, Shader::Introspection::NoUniformsInBlocks); |
| 1636 | _precompiledShaders[(std::int32_t)PrecompiledShader::Outline]->RegisterBatchedShader(*_precompiledShaders[(int32_t)PrecompiledShader::BatchedOutline]); |
| 1637 | |
| 1638 | _precompiledShaders[(std::int32_t)PrecompiledShader::WhiteMask] = CompileShader("WhiteMask", Shader::DefaultVertex::SPRITE, Shaders::WhiteMaskFs); |
| 1639 | _precompiledShaders[(std::int32_t)PrecompiledShader::BatchedWhiteMask] = CompileShader("BatchedWhiteMask", Shader::DefaultVertex::BATCHED_SPRITES, Shaders::WhiteMaskFs, Shader::Introspection::NoUniformsInBlocks); |
| 1640 | _precompiledShaders[(std::int32_t)PrecompiledShader::WhiteMask]->RegisterBatchedShader(*_precompiledShaders[(int32_t)PrecompiledShader::BatchedWhiteMask]); |
| 1641 | |
| 1642 | _precompiledShaders[(std::int32_t)PrecompiledShader::PartialWhiteMask] = CompileShader("PartialWhiteMask", Shader::DefaultVertex::SPRITE, Shaders::PartialWhiteMaskFs); |
| 1643 | _precompiledShaders[(std::int32_t)PrecompiledShader::BatchedPartialWhiteMask] = CompileShader("BatchedPartialWhiteMask", Shader::DefaultVertex::BATCHED_SPRITES, Shaders::PartialWhiteMaskFs, Shader::Introspection::NoUniformsInBlocks); |
| 1644 | _precompiledShaders[(std::int32_t)PrecompiledShader::PartialWhiteMask]->RegisterBatchedShader(*_precompiledShaders[(int32_t)PrecompiledShader::BatchedPartialWhiteMask]); |
| 1645 | |
| 1646 | _precompiledShaders[(std::int32_t)PrecompiledShader::FrozenMask] = CompileShader("FrozenMask", Shader::DefaultVertex::SPRITE, Shaders::FrozenMaskFs); |
| 1647 | _precompiledShaders[(std::int32_t)PrecompiledShader::BatchedFrozenMask] = CompileShader("BatchedFrozenMask", Shader::DefaultVertex::BATCHED_SPRITES, Shaders::FrozenMaskFs, Shader::Introspection::NoUniformsInBlocks); |
| 1648 | _precompiledShaders[(std::int32_t)PrecompiledShader::FrozenMask]->RegisterBatchedShader(*_precompiledShaders[(int32_t)PrecompiledShader::BatchedFrozenMask]); |
| 1649 | |
| 1650 | _precompiledShaders[(std::int32_t)PrecompiledShader::ShieldFire] = CompileShader("ShieldFire", Shaders::ShieldVs, Shaders::ShieldFireFs); |
| 1651 | _precompiledShaders[(std::int32_t)PrecompiledShader::BatchedShieldFire] = CompileShader("BatchedShieldFire", Shaders::BatchedShieldVs, Shaders::ShieldFireFs, Shader::Introspection::NoUniformsInBlocks); |
| 1652 | _precompiledShaders[(std::int32_t)PrecompiledShader::ShieldFire]->RegisterBatchedShader(*_precompiledShaders[(int32_t)PrecompiledShader::BatchedShieldFire]); |
| 1653 | |
| 1654 | _precompiledShaders[(std::int32_t)PrecompiledShader::ShieldLightning] = CompileShader("ShieldLightning", Shaders::ShieldVs, Shaders::ShieldLightningFs); |
| 1655 | _precompiledShaders[(std::int32_t)PrecompiledShader::BatchedShieldLightning] = CompileShader("BatchedShieldFire", Shaders::BatchedShieldVs, Shaders::ShieldLightningFs, Shader::Introspection::NoUniformsInBlocks); |
| 1656 | _precompiledShaders[(std::int32_t)PrecompiledShader::ShieldLightning]->RegisterBatchedShader(*_precompiledShaders[(int32_t)PrecompiledShader::BatchedShieldLightning]); |
| 1657 | |
| 1658 | #if !defined(DISABLE_RESCALE_SHADERS) |
| 1659 | _precompiledShaders[(std::int32_t)PrecompiledShader::ResizeHQ2x] = CompileShader("ResizeHQ2x", Shaders::ResizeHQ2xVs, Shaders::ResizeHQ2xFs); |
no test coverage detected