You've already forked UnrealEngineUWP
mirror of
https://github.com/izzy2lost/UnrealEngineUWP.git
synced 2026-03-26 18:15:20 -07:00
Fixed: incorrect CRC check for OpenGL shaders
#rb allan.bentham #ROBOMERGE-AUTHOR: dmitriy.dyomin #ROBOMERGE-SOURCE: CL 19418910 via CL 19418927 via CL 19419418 via CL 19428996 via CL 19429147 #ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v930-19419903) [CL 19432565 by dmitriy dyomin in ue5-main branch]
This commit is contained in:
@@ -989,12 +989,14 @@ void OPENGLDRV_API GLSLToDeviceCompatibleGLSL(FAnsiCharArray& GlslCodeOriginal,
|
||||
}
|
||||
}
|
||||
|
||||
#if DEBUG_GL_SHADERS
|
||||
if (ShaderName.IsEmpty() == false)
|
||||
{
|
||||
AppendCString(GlslCode, "// ");
|
||||
AppendCString(GlslCode, TCHAR_TO_ANSI(ShaderName.GetCharArray().GetData()));
|
||||
AppendCString(GlslCode, "\n");
|
||||
}
|
||||
#endif
|
||||
|
||||
if (bEmitMobileMultiView && GSupportsMobileMultiView && TypeEnum == GL_VERTEX_SHADER)
|
||||
{
|
||||
@@ -1130,7 +1132,8 @@ RHIType* CreateProxyShader(TArrayView<const uint8> Code, const FSHAHash& Hash)
|
||||
GLSLToPlatform(Header, TypeEnum, GlslCodeOriginal, Finalglsl);
|
||||
GetOpenGLCompiledShaderCache().Add(ShaderCodeKey, MakeShareable(new FOpenGLCompiledShaderValue(0, Finalglsl)));
|
||||
}
|
||||
#if (UE_BUILD_DEBUG || UE_BUILD_DEVELOPMENT)
|
||||
// With debug shaders we insert a shader name into the source and that can make it unique failing CRC check
|
||||
#if (UE_BUILD_DEBUG || UE_BUILD_DEVELOPMENT) && !DEBUG_GL_SHADERS
|
||||
else
|
||||
{
|
||||
QUICK_SCOPE_CYCLE_COUNTER(STAT_GLCheckShaderCodeCRC);
|
||||
|
||||
Reference in New Issue
Block a user