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-rw-r--r--modules/glslang/register_types.cpp13
1 files changed, 7 insertions, 6 deletions
diff --git a/modules/glslang/register_types.cpp b/modules/glslang/register_types.cpp
index c67d5ff5ab..8e69ba78c7 100644
--- a/modules/glslang/register_types.cpp
+++ b/modules/glslang/register_types.cpp
@@ -32,10 +32,11 @@
#include "servers/rendering/rendering_device.h"
-#include <SPIRV/GlslangToSpv.h>
-#include <StandAlone/ResourceLimits.h>
+#include "glslang_resource_limits.h"
+
#include <glslang/Include/Types.h>
#include <glslang/Public/ShaderLang.h>
+#include <glslang/SPIRV/GlslangToSpv.h>
static Vector<uint8_t> _compile_shader_glsl(RenderingDevice::ShaderStage p_stage, const String &p_source_code, RenderingDevice::ShaderLanguage p_language, String *r_error, const RenderingDevice::Capabilities *p_capabilities) {
Vector<uint8_t> ret;
@@ -129,7 +130,7 @@ static Vector<uint8_t> _compile_shader_glsl(RenderingDevice::ShaderStage p_stage
std::string pre_processed_code;
//preprocess
- if (!shader.preprocess(&glslang::DefaultTBuiltInResource, DefaultVersion, ENoProfile, false, false, messages, &pre_processed_code, includer)) {
+ if (!shader.preprocess(&DefaultTBuiltInResource, DefaultVersion, ENoProfile, false, false, messages, &pre_processed_code, includer)) {
if (r_error) {
(*r_error) = "Failed pre-process:\n";
(*r_error) += shader.getInfoLog();
@@ -144,7 +145,7 @@ static Vector<uint8_t> _compile_shader_glsl(RenderingDevice::ShaderStage p_stage
shader.setStrings(&cs_strings, 1);
//parse
- if (!shader.parse(&glslang::DefaultTBuiltInResource, DefaultVersion, false, messages)) {
+ if (!shader.parse(&DefaultTBuiltInResource, DefaultVersion, false, messages)) {
if (r_error) {
(*r_error) = "Failed parse:\n";
(*r_error) += shader.getInfoLog();
@@ -190,8 +191,8 @@ static String _get_cache_key_function_glsl(const RenderingDevice::Capabilities *
}
void preregister_glslang_types() {
- // initialize in case it's not initialized. This is done once per thread
- // and it's safe to call multiple times
+ // Initialize in case it's not initialized. This is done once per thread
+ // and it's safe to call multiple times.
glslang::InitializeProcess();
RenderingDevice::shader_set_compile_to_spirv_function(_compile_shader_glsl);
RenderingDevice::shader_set_get_cache_key_function(_get_cache_key_function_glsl);