togl/togles: fix flashlight problems
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parent
ae94aa060d
commit
5e1ed3bd26
5
build.sh
5
build.sh
@ -1,5 +0,0 @@
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#!/bin/sh
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# example: ./build.sh everything togl
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make MAKE_VERBOSE=1 NO_CHROOT=1 -f $1.mak $2 -j$(nproc --all)
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@ -3762,12 +3762,16 @@ static uint32 CentroidMaskFromName( bool bPixelShader, const char *pName )
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static int ShadowDepthSamplerMaskFromName( const char *pName )
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{
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if ( !pName )
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return 0;
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return 0;
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if ( V_stristr( pName, "water_ps" ) )
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{
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return (1<<7);
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}
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else if ( V_stristr( pName, "skin_ps" ) )
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{
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return (1<<4);
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}
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else if ( V_stristr( pName, "infected_ps" ) )
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{
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return (1<<1);
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@ -3794,7 +3798,7 @@ static int ShadowDepthSamplerMaskFromName( const char *pName )
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}
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else if ( V_stristr( pName, "worldtwotextureblend_ps" ) )
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{
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return (1<<7);
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return (1<<2);
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}
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else if ( V_stristr( pName, "teeth_flashlight_ps" ) )
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{
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@ -3811,27 +3815,27 @@ static int ShadowDepthSamplerMaskFromName( const char *pName )
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else if ( V_stristr( pName, "deferred_global_light_ps" ) )
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{
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return (1<<14);
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}
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}
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else if ( V_stristr( pName, "global_lit_simple_ps" ) )
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{
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return (1<<14);
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}
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}
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else if ( V_stristr( pName, "lightshafts_ps" ) )
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{
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return (1<<1);
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}
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}
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else if ( V_stristr( pName, "multiblend_combined_ps" ) )
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{
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return (1<<14);
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}
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}
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else if ( V_stristr( pName, "multiblend_ps" ) )
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{
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return (1<<14);
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}
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}
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else if ( V_stristr( pName, "customhero_ps" ) )
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{
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return (1<<14);
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}
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}
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// This shader doesn't have a shadow depth map sampler
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return 0;
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@ -3763,15 +3763,15 @@ static uint32 CentroidMaskFromName( bool bPixelShader, const char *pName )
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static int ShadowDepthSamplerMaskFromName( const char *pName )
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{
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if ( !pName )
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return 0;
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return 0;
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if ( V_stristr( pName, "water_ps" ) )
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{
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return (1<<7);
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}
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else if ( V_stristr( pName, "skin_ps" ) )
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{
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return (1<<4) | (1<<6);
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return (1<<4);
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}
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else if ( V_stristr( pName, "infected_ps" ) )
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{
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@ -3816,27 +3816,27 @@ static int ShadowDepthSamplerMaskFromName( const char *pName )
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else if ( V_stristr( pName, "deferred_global_light_ps" ) )
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{
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return (1<<14);
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}
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}
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else if ( V_stristr( pName, "global_lit_simple_ps" ) )
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{
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return (1<<14);
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}
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}
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else if ( V_stristr( pName, "lightshafts_ps" ) )
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{
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return (1<<1);
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}
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}
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else if ( V_stristr( pName, "multiblend_combined_ps" ) )
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{
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return (1<<14);
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}
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}
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else if ( V_stristr( pName, "multiblend_ps" ) )
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{
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return (1<<14);
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}
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}
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else if ( V_stristr( pName, "customhero_ps" ) )
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{
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return (1<<14);
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}
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}
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// This shader doesn't have a shadow depth map sampler
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return 0;
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@ -4506,7 +4506,7 @@ void GLMContext::GenDebugFontTex( void )
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//-----------------------------------------------------
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// fetch elements of font data and make texels... we're doing the whole slab so we don't really need the stride info
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unsigned long *destTexelPtr = (unsigned long *)lockAddress;
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uint32 *destTexelPtr = (uint32 *)lockAddress;
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for( int index = 0; index < 16384; index++ )
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{
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