From 02541ab1f9dafb3b216ab3f1bce68131051a3d82 Mon Sep 17 00:00:00 2001 From: Azaezel Date: Tue, 13 Mar 2018 18:07:58 -0500 Subject: [PATCH] shader hooks and gen cleanups --- Engine/source/materials/shaderData.cpp | 10 +++++----- Engine/source/shaderGen/GLSL/shaderFeatureGLSL.cpp | 6 +++--- Engine/source/shaderGen/HLSL/shaderFeatureHLSL.cpp | 5 ++--- 3 files changed, 10 insertions(+), 11 deletions(-) diff --git a/Engine/source/materials/shaderData.cpp b/Engine/source/materials/shaderData.cpp index 3a80c0ac5..d8f4befaf 100644 --- a/Engine/source/materials/shaderData.cpp +++ b/Engine/source/materials/shaderData.cpp @@ -363,17 +363,17 @@ bool ShaderData::_checkDefinition(GFXShader *shader) { if( !shader->findShaderConstHandle( String::ToString("$rtParams%d", pos)) ) { - String error = String::ToString("ShaderData(%s) sampler[%d] used but rtParams%d not used in shader compilation. Possible error", shader->getPixelShaderFile().c_str(), pos, pos); - Con::errorf( error ); + String errStr = String::ToString("ShaderData(%s) sampler[%d] used but rtParams%d not used in shader compilation. Possible error", shader->getPixelShaderFile().c_str(), pos, pos); + Con::errorf(errStr); error = true; } } if(!find) { - String error = String::ToString("ShaderData(%s) sampler %s not defined", shader->getPixelShaderFile().c_str(), samplers[i].c_str()); - Con::errorf(error ); - GFXAssertFatal(0, error ); + String errStr = String::ToString("ShaderData(%s) sampler %s not defined", shader->getPixelShaderFile().c_str(), samplers[i].c_str()); + Con::errorf(errStr); + GFXAssertFatal(0, errStr); error = true; } } diff --git a/Engine/source/shaderGen/GLSL/shaderFeatureGLSL.cpp b/Engine/source/shaderGen/GLSL/shaderFeatureGLSL.cpp index 5a6f5abd2..ab9bdb25b 100644 --- a/Engine/source/shaderGen/GLSL/shaderFeatureGLSL.cpp +++ b/Engine/source/shaderGen/GLSL/shaderFeatureGLSL.cpp @@ -1105,7 +1105,7 @@ void DiffuseFeatureGLSL::processPix( Vector &componentList, targ = ShaderFeature::RenderTarget1; col = (Var*)LangElement::find("col1"); - MultiLine * meta = new MultiLine; + meta = new MultiLine; if (!col) { // create color var @@ -1154,7 +1154,7 @@ void DiffuseVertColorFeatureGLSL::processVert( Vector< ShaderComponent* >& comp ShaderConnector* connectComp = dynamic_cast< ShaderConnector* >( componentList[ C_CONNECTOR ] ); AssertFatal( connectComp, "DiffuseVertColorFeatureGLSL::processVert - C_CONNECTOR is not a ShaderConnector" ); - Var* outColor = connectComp->getElement( RT_COLOR ); + outColor = connectComp->getElement( RT_COLOR ); outColor->setName( "vertColor" ); outColor->setStructName( "OUT" ); outColor->setType( "vec4" ); @@ -1455,7 +1455,7 @@ void VertLitGLSL::processVert( Vector &componentList, { // Grab the connector color ShaderConnector *connectComp = dynamic_cast( componentList[C_CONNECTOR] ); - Var *outColor = connectComp->getElement( RT_COLOR ); + outColor = connectComp->getElement( RT_COLOR ); outColor->setName( "vertColor" ); outColor->setStructName( "OUT" ); outColor->setType( "vec4" ); diff --git a/Engine/source/shaderGen/HLSL/shaderFeatureHLSL.cpp b/Engine/source/shaderGen/HLSL/shaderFeatureHLSL.cpp index c665d0044..6a3c296a8 100644 --- a/Engine/source/shaderGen/HLSL/shaderFeatureHLSL.cpp +++ b/Engine/source/shaderGen/HLSL/shaderFeatureHLSL.cpp @@ -1109,7 +1109,6 @@ void DiffuseFeatureHLSL::processPix( Vector &componentList, targ = ShaderFeature::RenderTarget1; col = (Var*)LangElement::find("col1"); - MultiLine * meta = new MultiLine; if (!col) { // create color var @@ -1158,7 +1157,7 @@ void DiffuseVertColorFeatureHLSL::processVert( Vector< ShaderComponent* >& comp ShaderConnector* connectComp = dynamic_cast< ShaderConnector* >( componentList[ C_CONNECTOR ] ); AssertFatal( connectComp, "DiffuseVertColorFeatureGLSL::processVert - C_CONNECTOR is not a ShaderConnector" ); - Var* outColor = connectComp->getElement( RT_COLOR ); + outColor = connectComp->getElement( RT_COLOR ); outColor->setName( "vertColor" ); outColor->setStructName( "OUT" ); outColor->setType( "float4" ); @@ -1487,7 +1486,7 @@ void VertLitHLSL::processVert( Vector &componentList, // Grab the connector color ShaderConnector *connectComp = dynamic_cast( componentList[C_CONNECTOR] ); - Var *outColor = connectComp->getElement( RT_COLOR ); + outColor = connectComp->getElement( RT_COLOR ); outColor->setName( "vertColor" ); outColor->setStructName( "OUT" ); outColor->setType( "float4" );