[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.

This commit is contained in:
Ryan Houdek
2013-05-06 06:43:04 -05:00
parent 5ac58a34ea
commit 0247b2a97a
5 changed files with 42 additions and 32 deletions

View File

@ -103,6 +103,7 @@ void SHADER::SetProgramVariables()
void SHADER::SetProgramBindings()
{
#ifndef USE_GLES3
if (g_ActiveConfig.backend_info.bSupportsDualSourceBlend)
{
// So we do support extended blending
@ -120,7 +121,7 @@ void SHADER::SetProgramBindings()
// ogl2 shaders don't need to bind output colors.
// gl_FragColor already point to color channel
}
#endif
// Need to set some attribute locations
glBindAttribLocation(glprogid, SHADER_POSITION_ATTRIB, "rawpos");
@ -516,11 +517,6 @@ void ProgramShaderCache::CreateHeader ( void )
"#define float3 vec3\n"
"#define float4 vec4\n"
// hlsl to glsl function translation
"#define frac(x) fract(x)\n"
"#define saturate(x) clamp(x, 0.0f, 1.0f)\n"
"#define lerp(x, y, z) mix(x, y, z)\n"
// glsl 120 hack
"%s\n"
"%s\n"