libobs/graphics: Add int vector support to shaders
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310f390e1e
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431a02459d
@ -63,6 +63,12 @@ static bool gl_write_type_n(struct gl_shader_parser *glsp,
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dstr_cat(&glsp->gl_string, "vec3");
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else if (cmp_type(type, len, "float4", 6) == 0)
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dstr_cat(&glsp->gl_string, "vec4");
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else if (cmp_type(type, len, "int2", 4) == 0)
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dstr_cat(&glsp->gl_string, "ivec2");
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else if (cmp_type(type, len, "int3", 4) == 0)
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dstr_cat(&glsp->gl_string, "ivec3");
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else if (cmp_type(type, len, "int4", 4) == 0)
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dstr_cat(&glsp->gl_string, "ivec4");
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else if (cmp_type(type, len, "float3x3", 8) == 0)
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dstr_cat(&glsp->gl_string, "mat3x3");
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else if (cmp_type(type, len, "float3x4", 8) == 0)
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@ -284,6 +284,9 @@ enum gs_shader_param_type {
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GS_SHADER_PARAM_VEC2,
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GS_SHADER_PARAM_VEC3,
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GS_SHADER_PARAM_VEC4,
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GS_SHADER_PARAM_INT2,
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GS_SHADER_PARAM_INT3,
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GS_SHADER_PARAM_INT4,
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GS_SHADER_PARAM_MATRIX4X4,
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GS_SHADER_PARAM_TEXTURE,
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};
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@ -28,6 +28,12 @@ enum gs_shader_param_type get_shader_param_type(const char *type)
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return GS_SHADER_PARAM_VEC3;
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else if (strcmp(type, "float4") == 0)
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return GS_SHADER_PARAM_VEC4;
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else if (strcmp(type, "int2") == 0)
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return GS_SHADER_PARAM_INT2;
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else if (strcmp(type, "int3") == 0)
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return GS_SHADER_PARAM_INT3;
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else if (strcmp(type, "int4") == 0)
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return GS_SHADER_PARAM_INT4;
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else if (astrcmp_n(type, "texture", 7) == 0)
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return GS_SHADER_PARAM_TEXTURE;
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else if (strcmp(type, "float4x4") == 0)
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