16bit processing
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@@ -192,3 +192,53 @@ bool ShaderProgramCompiler::CompileDecodeShader(int errorMessageSize, char* erro
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mRenderer.SetDecodeShaderProgram(newProgram.release(), newVertexShader.release(), newFragmentShader.release());
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return true;
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}
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bool ShaderProgramCompiler::CompileOutputPackShader(int errorMessageSize, char* errorMessage)
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{
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GLsizei errorBufferSize = 0;
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GLint compileResult = GL_FALSE;
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GLint linkResult = GL_FALSE;
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const char* vertexSource = kFullscreenTriangleVertexShaderSource;
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const char* fragmentSource = kOutputPackFragmentShaderSource;
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ScopedGlShader newVertexShader(glCreateShader(GL_VERTEX_SHADER));
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glShaderSource(newVertexShader.get(), 1, (const GLchar**)&vertexSource, NULL);
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glCompileShader(newVertexShader.get());
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glGetShaderiv(newVertexShader.get(), GL_COMPILE_STATUS, &compileResult);
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if (compileResult == GL_FALSE)
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{
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glGetShaderInfoLog(newVertexShader.get(), errorMessageSize, &errorBufferSize, errorMessage);
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return false;
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}
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ScopedGlShader newFragmentShader(glCreateShader(GL_FRAGMENT_SHADER));
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glShaderSource(newFragmentShader.get(), 1, (const GLchar**)&fragmentSource, NULL);
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glCompileShader(newFragmentShader.get());
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glGetShaderiv(newFragmentShader.get(), GL_COMPILE_STATUS, &compileResult);
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if (compileResult == GL_FALSE)
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{
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glGetShaderInfoLog(newFragmentShader.get(), errorMessageSize, &errorBufferSize, errorMessage);
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return false;
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}
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ScopedGlProgram newProgram(glCreateProgram());
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glAttachShader(newProgram.get(), newVertexShader.get());
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glAttachShader(newProgram.get(), newFragmentShader.get());
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glLinkProgram(newProgram.get());
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glGetProgramiv(newProgram.get(), GL_LINK_STATUS, &linkResult);
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if (linkResult == GL_FALSE)
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{
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glGetProgramInfoLog(newProgram.get(), errorMessageSize, &errorBufferSize, errorMessage);
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return false;
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}
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glUseProgram(newProgram.get());
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const GLint outputSamplerLocation = glGetUniformLocation(newProgram.get(), "uOutputRgb");
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if (outputSamplerLocation >= 0)
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glUniform1i(outputSamplerLocation, 0);
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glUseProgram(0);
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mRenderer.DestroyOutputPackShaderProgram();
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mRenderer.SetOutputPackShaderProgram(newProgram.release(), newVertexShader.release(), newFragmentShader.release());
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return true;
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}
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