Fix T75090: crash with old NVIDIA drivers after overlay refactor

Work around GLSL compiler bug with backslash in preprocessor macros.
This commit is contained in:
2020-03-25 23:11:19 +01:00
parent 6681a33a6f
commit d554cf8dd9

View File

@@ -529,8 +529,9 @@
# define SMAATexturePass2D(tex) tex
# define SMAASampleLevelZero(tex, coord) tex2Dlod(tex, float4(coord, 0.0, 0.0))
# define SMAASampleLevelZeroPoint(tex, coord) tex2Dlod(tex, float4(coord, 0.0, 0.0))
# define SMAASampleLevelZeroOffset(tex, coord, offset) \
tex2Dlod(tex, float4(coord + offset * SMAA_RT_METRICS.xy, 0.0, 0.0))
/* clang-format off */
# define SMAASampleLevelZeroOffset(tex, coord, offset) tex2Dlod(tex, float4(coord + offset * SMAA_RT_METRICS.xy, 0.0, 0.0))
/* clang-format on */
# define SMAASample(tex, coord) tex2D(tex, coord)
# define SMAASamplePoint(tex, coord) tex2D(tex, coord)
# define SMAASampleOffset(tex, coord, offset) tex2D(tex, coord + offset * SMAA_RT_METRICS.xy)
@@ -554,8 +555,9 @@ SamplerState PointSampler
# define SMAATexturePass2D(tex) tex
# define SMAASampleLevelZero(tex, coord) tex.SampleLevel(LinearSampler, coord, 0)
# define SMAASampleLevelZeroPoint(tex, coord) tex.SampleLevel(PointSampler, coord, 0)
# define SMAASampleLevelZeroOffset(tex, coord, offset) \
tex.SampleLevel(LinearSampler, coord, 0, offset)
/* clang-format off */
# define SMAASampleLevelZeroOffset(tex, coord, offset) tex.SampleLevel(LinearSampler, coord, 0, offset)
/* clang-format on */
# define SMAASample(tex, coord) tex.Sample(LinearSampler, coord)
# define SMAASamplePoint(tex, coord) tex.Sample(PointSampler, coord)
# define SMAASampleOffset(tex, coord, offset) tex.Sample(LinearSampler, coord, offset)
@@ -597,10 +599,11 @@ SamplerState PointSampler
# define bool4 bvec4
#endif
#if !defined(SMAA_HLSL_3) && !defined(SMAA_HLSL_4) && !defined(SMAA_HLSL_4_1) && \
!defined(SMAA_GLSL_3) && !defined(SMAA_GLSL_4) && !defined(SMAA_CUSTOM_SL)
/* clang-format off */
#if !defined(SMAA_HLSL_3) && !defined(SMAA_HLSL_4) && !defined(SMAA_HLSL_4_1) && !defined(SMAA_GLSL_3) && !defined(SMAA_GLSL_4) && !defined(SMAA_CUSTOM_SL)
# error you must define the shading language: SMAA_HLSL_*, SMAA_GLSL_* or SMAA_CUSTOM_SL
#endif
/* clang-format on */
//-----------------------------------------------------------------------------
// Misc functions