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[Android] More GLES3 things. Disable Framedumping and MSAA rendering. Remove the HLSL->GLSL shader defines since Qualcomm doesn't support this in their shader compiler. Now they get chosen in our shader generator instead.
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@ -86,6 +86,7 @@ FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int ms
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GL_REPORT_FBO_ERROR();
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}
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#ifndef USE_GLES3
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else
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{
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// EFB targets will be renderbuffers in MSAA mode (required by OpenGL).
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@ -151,7 +152,7 @@ FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int ms
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glBindFramebuffer(GL_FRAMEBUFFER, m_efbFramebuffer);
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}
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#endif
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// Create XFB framebuffer; targets will be created elsewhere.
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glGenFramebuffers(1, &m_xfbFramebuffer);
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@ -103,6 +103,7 @@ void SHADER::SetProgramVariables()
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void SHADER::SetProgramBindings()
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{
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#ifndef USE_GLES3
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if (g_ActiveConfig.backend_info.bSupportsDualSourceBlend)
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{
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// So we do support extended blending
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@ -120,7 +121,7 @@ void SHADER::SetProgramBindings()
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// ogl2 shaders don't need to bind output colors.
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// gl_FragColor already point to color channel
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}
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#endif
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// Need to set some attribute locations
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glBindAttribLocation(glprogid, SHADER_POSITION_ATTRIB, "rawpos");
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@ -516,11 +517,6 @@ void ProgramShaderCache::CreateHeader ( void )
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"#define float3 vec3\n"
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"#define float4 vec4\n"
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// hlsl to glsl function translation
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"#define frac(x) fract(x)\n"
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"#define saturate(x) clamp(x, 0.0f, 1.0f)\n"
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"#define lerp(x, y, z) mix(x, y, z)\n"
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// glsl 120 hack
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"%s\n"
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"%s\n"
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@ -1276,6 +1276,8 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons
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}
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// Frame dumps are handled a little differently in Windows
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// Frame dumping disabled entirely on GLES3
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#ifndef USE_GLES3
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#if defined _WIN32 || defined HAVE_LIBAV
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if (g_ActiveConfig.bDumpFrames)
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{
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@ -1372,7 +1374,7 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons
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bLastFrameDumped = false;
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}
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#endif
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#endif
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// Finish up the current frame, print some stats
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SetWindowSize(fbWidth, fbHeight);
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