Add pdsg (palladium spirv-generator)
- remove glslang from pd-system - use spirv blobs instead of glsl 460 - Use Legacy shaders for OpenGL2 backend - add devnotes
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@@ -11,14 +11,18 @@
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namespace PD {
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void GfxOpenGL3::SysInit() {
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SpirvHelper::Init();
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auto vshader =
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SpirvHelper::GLSL2SPV(SpirvHelper::Stage::Vertex, Shaders::VertCode);
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auto fshader =
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SpirvHelper::GLSL2SPV(SpirvHelper::Stage::Fragment, Shaders::FragCode);
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SpirvHelper::Finalize();
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std::string vcode = SpirvHelper::SPV2GLSL(vshader, 330, false);
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std::string fcode = SpirvHelper::SPV2GLSL(fshader, 330, false);
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std::string vcode = SpirvHelper::SPV2GLSL(
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std::vector<unsigned int>(
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Shaders::VertexShader,
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Shaders::VertexShader +
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(sizeof(Shaders::VertexShader) / sizeof(unsigned int))),
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330, false);
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std::string fcode = SpirvHelper::SPV2GLSL(
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std::vector<unsigned int>(
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Shaders::FragmentShader,
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Shaders::FragmentShader +
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(sizeof(Shaders::FragmentShader) / sizeof(unsigned int))),
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330, false);
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PDLOG("Vertex: \n{}", vcode);
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PDLOG("Fragment: \n{}", fcode);
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pShader = CreateShaderProgram(vcode.c_str(), fcode.c_str());
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