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Replaced DX11 HLSL shading language with the more accurate SM_5_0 #2078
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@@ -265,7 +265,7 @@ const char * GpuLanguageToString(GpuLanguage language) | |||
case GPU_LANGUAGE_GLSL_4_0: return "glsl_4.0"; | |||
case GPU_LANGUAGE_GLSL_ES_1_0: return "glsl_es_1.0"; | |||
case GPU_LANGUAGE_GLSL_ES_3_0: return "glsl_es_3.0"; | |||
case GPU_LANGUAGE_HLSL_DX11: return "hlsl_dx11"; | |||
case GPU_LANGUAGE_HLSL_SM_5_0: return "hlsl_sm_5.0"; |
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Don't remember... so let me know if any precautions are needed here as this change would cause cache id invalidation.
…del 5.0 (SM_5_0). Signed-off-by: Eric Renaud-Houde <[email protected]>
GPU_LANGUAGE_MSL_2_0, ///< Metal Shading Language | ||
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// Deprecated enum(s) | ||
GPU_LANGUAGE_HLSL_DX11 = GPU_LANGUAGE_HLSL_SM_5_0 |
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Don't remember exactly but didn't you mention the use of OCIO_DEPRECATED macro? Would it work here? Looking at the attribute [[depracated]] I think it should but not sure about the other fallback methods.
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Removed my previous comment about this because I thought it might be needlessly disruptive.
If we did want it however, it would require modifications to the macro for MSVC: the fix for __cplusplus
in Aras P's other PR, and the deletion of __declspec(deprecated(msg))
which doesn't work with enums.
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Looks good.
https://learn.microsoft.com/en-us/windows/win32/direct3dhlsl/overviews-direct3d-11-hlsl