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Add support for GL_ARB_shading_language_420pack so we don't have to binding sampler locations. Also add support for GL_ARB_separate_shader_objects which doesn't currently work for some reason....investigating.
This commit is contained in:
parent
f77d54ff52
commit
1201988fe4
@ -508,6 +508,22 @@ const char* WriteRegister(API_TYPE ApiType, const char *prefix, const u32 num)
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sprintf(result, " : register(%s%d)", prefix, num);
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return result;
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}
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const char* WriteBinding(API_TYPE ApiType, const u32 num)
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{
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if(ApiType != API_GLSL || !g_ActiveConfig.backend_info.bSupportsGLSLBinding)
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return "";
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static char result[64];
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sprintf(result, "layout(binding = %d) ", num);
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return result;
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}
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const char* WriteLocation(API_TYPE ApiType, const u32 num)
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{
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if(ApiType != API_GLSL || !g_ActiveConfig.backend_info.bSupportsGLSLLocation)
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return "";
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static char result[64];
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sprintf(result, "layout(location = %d) ", num);
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return result;
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}
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const char *GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType, u32 components)
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{
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@ -537,7 +553,16 @@ const char *GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType
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if(ApiType == API_GLSL)
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{
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// A few required defines and ones that will make our lives a lot easier
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WRITE(p, "#version 120\n");
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if (g_ActiveConfig.backend_info.bSupportsGLSLBinding || g_ActiveConfig.backend_info.bSupportsGLSLLocation)
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{
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WRITE(p, "#version 330 compatibility\n");
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if (g_ActiveConfig.backend_info.bSupportsGLSLBinding)
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WRITE(p, "#extension GL_ARB_shading_language_420pack : enable\n");
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if (g_ActiveConfig.backend_info.bSupportsGLSLLocation)
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WRITE(p, "#extension GL_ARB_separate_shader_objects : enable\n");
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}
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else
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WRITE(p, "#version 120\n");
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// Silly differences
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WRITE(p, "#define float2 vec2\n");
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WRITE(p, "#define float3 vec3\n");
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@ -547,52 +572,58 @@ const char *GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType
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WRITE(p, "#define frac(x) fract(x)\n");
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WRITE(p, "#define saturate(x) clamp(x, 0.0f, 1.0f)\n");
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WRITE(p, "#define lerp(x, y, z) mix(x, y, z)\n");
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}
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// Declare samplers
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if(ApiType != API_D3D11)
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{
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WRITE(p, "uniform sampler2D ");
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for (int i = 0; i < 8; ++i)
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WRITE(p, "%suniform sampler2D samp%d;\n", WriteBinding(ApiType, i), i);
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}
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else
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{
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WRITE(p, "sampler ");
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}
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// Declare samplers
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bool bfirst = true;
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for (int i = 0; i < 8; ++i)
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{
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WRITE(p, "%s samp%d %s", bfirst?"":",", i, WriteRegister(ApiType, "s", i));
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bfirst = false;
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}
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WRITE(p, ";\n");
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if(ApiType == API_D3D11)
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{
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WRITE(p, "Texture2D ");
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bfirst = true;
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if(ApiType != API_D3D11)
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{
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WRITE(p, "uniform sampler2D ");
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}
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else
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{
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WRITE(p, "sampler ");
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}
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bool bfirst = true;
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for (int i = 0; i < 8; ++i)
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{
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WRITE(p, "%s Tex%d : register(t%d)", bfirst?"":",", i, i);
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WRITE(p, "%s samp%d %s", bfirst?"":",", i, WriteRegister(ApiType, "s", i));
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bfirst = false;
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}
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WRITE(p, ";\n");
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if(ApiType == API_D3D11)
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{
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WRITE(p, "Texture2D ");
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bfirst = true;
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for (int i = 0; i < 8; ++i)
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{
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WRITE(p, "%s Tex%d : register(t%d)", bfirst?"":",", i, i);
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bfirst = false;
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}
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WRITE(p, ";\n");
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}
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}
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WRITE(p, "\n");
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WRITE(p, "uniform float4 "I_COLORS"[4] %s;\n", WriteRegister(ApiType, "c", C_COLORS));
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WRITE(p, "uniform float4 "I_KCOLORS"[4] %s;\n", WriteRegister(ApiType, "c", C_KCOLORS));
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WRITE(p, "uniform float4 "I_ALPHA"[1] %s;\n", WriteRegister(ApiType, "c", C_ALPHA));
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WRITE(p, "uniform float4 "I_TEXDIMS"[8] %s;\n", WriteRegister(ApiType, "c", C_TEXDIMS));
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WRITE(p, "uniform float4 "I_ZBIAS"[2] %s;\n", WriteRegister(ApiType, "c", C_ZBIAS));
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WRITE(p, "uniform float4 "I_INDTEXSCALE"[2] %s;\n", WriteRegister(ApiType, "c", C_INDTEXSCALE));
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WRITE(p, "uniform float4 "I_INDTEXMTX"[6] %s;\n", WriteRegister(ApiType, "c", C_INDTEXMTX));
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WRITE(p, "uniform float4 "I_FOG"[3] %s;\n", WriteRegister(ApiType, "c", C_FOG));
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WRITE(p, "%suniform float4 "I_COLORS"[4] %s;\n", WriteLocation(ApiType, C_COLORS), WriteRegister(ApiType, "c", C_COLORS));
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WRITE(p, "%suniform float4 "I_KCOLORS"[4] %s;\n", WriteLocation(ApiType, C_KCOLORS), WriteRegister(ApiType, "c", C_KCOLORS));
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WRITE(p, "%suniform float4 "I_ALPHA"[1] %s;\n", WriteLocation(ApiType, C_ALPHA), WriteRegister(ApiType, "c", C_ALPHA));
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WRITE(p, "%suniform float4 "I_TEXDIMS"[8] %s;\n", WriteLocation(ApiType, C_TEXDIMS), WriteRegister(ApiType, "c", C_TEXDIMS));
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WRITE(p, "%suniform float4 "I_ZBIAS"[2] %s;\n", WriteLocation(ApiType, C_ZBIAS), WriteRegister(ApiType, "c", C_ZBIAS));
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WRITE(p, "%suniform float4 "I_INDTEXSCALE"[2] %s;\n", WriteLocation(ApiType, C_INDTEXSCALE), WriteRegister(ApiType, "c", C_INDTEXSCALE));
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WRITE(p, "%suniform float4 "I_INDTEXMTX"[6] %s;\n", WriteLocation(ApiType, C_INDTEXMTX), WriteRegister(ApiType, "c", C_INDTEXMTX));
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WRITE(p, "%suniform float4 "I_FOG"[3] %s;\n", WriteLocation(ApiType, C_FOG), WriteRegister(ApiType, "c", C_FOG));
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if(g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting)
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{
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WRITE(p, "uniform float4 "I_PLIGHTS"[40] %s;\n", WriteRegister(ApiType, "c", C_PLIGHTS));
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WRITE(p, "uniform float4 "I_PMATERIALS"[4] %s;\n", WriteRegister(ApiType, "c", C_PMATERIALS));
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WRITE(p, "%suniform float4 "I_PLIGHTS"[40] %s;\n", WriteLocation(ApiType, C_PLIGHTS), WriteRegister(ApiType, "c", C_PLIGHTS));
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WRITE(p, "%suniform float4 "I_PMATERIALS"[4] %s;\n", WriteLocation(ApiType, C_PMATERIALS), WriteRegister(ApiType, "c", C_PMATERIALS));
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}
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if(ApiType != API_GLSL)
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@ -26,6 +26,7 @@
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#include "PixelShaderGen.h"
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#include "BPMemory.h"
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#include "RenderBase.h"
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#include "VideoConfig.h"
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#define WRITE p+=sprintf
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@ -92,6 +93,8 @@ void WriteSwizzler(char*& p, u32 format, API_TYPE ApiType)
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}
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else if (ApiType == API_GLSL)
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{
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if (g_ActiveConfig.backend_info.bSupportsGLSLBinding)
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WRITE(p, "layout(binding = 0) ");
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WRITE(p, "uniform sampler2DRect samp0;\n");
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}
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else if (ApiType & API_D3D9)
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@ -177,6 +180,8 @@ void Write32BitSwizzler(char*& p, u32 format, API_TYPE ApiType)
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}
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else if (ApiType == API_GLSL)
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{
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if (g_ActiveConfig.backend_info.bSupportsGLSLBinding)
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WRITE(p, "layout(binding = 0) ");
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WRITE(p, "uniform sampler2DRect samp0;\n");
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}
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else if (ApiType & API_D3D9)
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@ -834,7 +839,13 @@ const char *GenerateEncodingShader(u32 format,API_TYPE ApiType)
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if(ApiType == API_GLSL)
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{
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// A few required defines and ones that will make our lives a lot easier
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WRITE(p, "#version 120\n");
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if (g_ActiveConfig.backend_info.bSupportsGLSLBinding)
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{
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WRITE(p, "#version 330 compatibility\n");
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WRITE(p, "#extension GL_ARB_shading_language_420pack : enable\n");
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}
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else
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WRITE(p, "#version 120\n");
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// Silly differences
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WRITE(p, "#define float2 vec2\n");
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WRITE(p, "#define float3 vec3\n");
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@ -164,7 +164,8 @@ char* GenerateVSOutputStruct(char* p, u32 components, API_TYPE ApiType)
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}
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extern const char* WriteRegister(API_TYPE ApiType, const char *prefix, const u32 num);
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extern const char* WriteBinding(API_TYPE ApiType, const u32 num);
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extern const char* WriteLocation(API_TYPE ApiType, const u32 num);
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const char *GenerateVertexShaderCode(u32 components, API_TYPE ApiType)
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{
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@ -187,7 +188,16 @@ const char *GenerateVertexShaderCode(u32 components, API_TYPE ApiType)
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if(ApiType == API_GLSL)
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{
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// A few required defines and ones that will make our lives a lot easier
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WRITE(p, "#version 120\n");
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if (g_ActiveConfig.backend_info.bSupportsGLSLBinding || g_ActiveConfig.backend_info.bSupportsGLSLLocation)
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{
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WRITE(p, "#version 330 compatibility\n");
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if (g_ActiveConfig.backend_info.bSupportsGLSLBinding)
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WRITE(p, "#extension GL_ARB_shading_language_420pack : enable\n");
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if (g_ActiveConfig.backend_info.bSupportsGLSLLocation)
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WRITE(p, "#extension GL_ARB_separate_shader_objects : enable\n");
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}
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else
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WRITE(p, "#version 120\n");
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// Silly differences
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WRITE(p, "#define float2 vec2\n");
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WRITE(p, "#define float3 vec3\n");
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@ -199,15 +209,15 @@ const char *GenerateVertexShaderCode(u32 components, API_TYPE ApiType)
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WRITE(p, "#define lerp(x, y, z) mix(x, y, z)\n");
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}
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// uniforms
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WRITE(p, "uniform float4 "I_TRANSFORMMATRICES"[64] %s;\n", WriteRegister(ApiType, "c", C_TRANSFORMMATRICES));
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WRITE(p, "uniform float4 "I_TEXMATRICES"[24] %s;\n", WriteRegister(ApiType, "c", C_TEXMATRICES)); // also using tex matrices
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WRITE(p, "uniform float4 "I_NORMALMATRICES"[32] %s;\n", WriteRegister(ApiType, "c", C_NORMALMATRICES));
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WRITE(p, "uniform float4 "I_POSNORMALMATRIX"[6] %s;\n", WriteRegister(ApiType, "c", C_POSNORMALMATRIX));
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WRITE(p, "uniform float4 "I_POSTTRANSFORMMATRICES"[64] %s;\n", WriteRegister(ApiType, "c", C_POSTTRANSFORMMATRICES));
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WRITE(p, "uniform float4 "I_LIGHTS"[40] %s;\n", WriteRegister(ApiType, "c", C_LIGHTS));
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WRITE(p, "uniform float4 "I_MATERIALS"[4] %s;\n", WriteRegister(ApiType, "c", C_MATERIALS));
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WRITE(p, "uniform float4 "I_PROJECTION"[4] %s;\n", WriteRegister(ApiType, "c", C_PROJECTION));
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WRITE(p, "uniform float4 "I_DEPTHPARAMS" %s;\n", WriteRegister(ApiType, "c", C_DEPTHPARAMS));
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WRITE(p, "%suniform float4 "I_TRANSFORMMATRICES"[64] %s;\n", WriteLocation(ApiType, C_TRANSFORMMATRICES), WriteRegister(ApiType, "c", C_TRANSFORMMATRICES));
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WRITE(p, "%suniform float4 "I_TEXMATRICES"[24] %s;\n", WriteLocation(ApiType, C_TEXMATRICES), WriteRegister(ApiType, "c", C_TEXMATRICES)); // also using tex matrices
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WRITE(p, "%suniform float4 "I_NORMALMATRICES"[32] %s;\n", WriteLocation(ApiType, C_NORMALMATRICES), WriteRegister(ApiType, "c", C_NORMALMATRICES));
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WRITE(p, "%suniform float4 "I_POSNORMALMATRIX"[6] %s;\n", WriteLocation(ApiType, C_POSNORMALMATRIX), WriteRegister(ApiType, "c", C_POSNORMALMATRIX));
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WRITE(p, "%suniform float4 "I_POSTTRANSFORMMATRICES"[64] %s;\n", WriteLocation(ApiType, C_POSTTRANSFORMMATRICES), WriteRegister(ApiType, "c", C_POSTTRANSFORMMATRICES));
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WRITE(p, "%suniform float4 "I_LIGHTS"[40] %s;\n", WriteLocation(ApiType, C_LIGHTS), WriteRegister(ApiType, "c", C_LIGHTS));
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WRITE(p, "%suniform float4 "I_MATERIALS"[4] %s;\n", WriteLocation(ApiType, C_MATERIALS), WriteRegister(ApiType, "c", C_MATERIALS));
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WRITE(p, "%suniform float4 "I_PROJECTION"[4] %s;\n", WriteLocation(ApiType, C_PROJECTION), WriteRegister(ApiType, "c", C_PROJECTION));
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WRITE(p, "%suniform float4 "I_DEPTHPARAMS" %s;\n", WriteLocation(ApiType, C_DEPTHPARAMS), WriteRegister(ApiType, "c", C_DEPTHPARAMS));
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p = GenerateVSOutputStruct(p, components, ApiType);
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@ -403,7 +413,7 @@ const char *GenerateVertexShaderCode(u32 components, API_TYPE ApiType)
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if (components & (VB_HAS_NRM1|VB_HAS_NRM2)) {
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// transform the light dir into tangent space
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WRITE(p, "ldir = normalize("I_LIGHTS".lights[%d].pos.xyz - pos.xyz);\n", texinfo.embosslightshift);
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WRITE(p, "ldir = normalize("I_LIGHTS"[%d + 3].xyz - pos.xyz);\n", texinfo.embosslightshift);
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WRITE(p, "o.tex%d.xyz = o.tex%d.xyz + float3(dot(ldir, _norm1), dot(ldir, _norm2), 0.0f);\n", i, texinfo.embosssourceshift);
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}
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else
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@ -168,6 +168,8 @@ struct VideoConfig
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bool bSupportsFormatReinterpretation;
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bool bSupportsPixelLighting;
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bool bSupportsGLSL;
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bool bSupportsGLSLBinding;
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bool bSupportsGLSLLocation;
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} backend_info;
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};
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@ -63,7 +63,6 @@ GLuint PixelShaderCache::GetColorMatrixProgram()
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{
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return s_ColorMatrixProgram.glprogid;
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}
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void PixelShaderCache::Init()
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{
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ShaderEnabled = true;
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@ -79,6 +78,12 @@ void PixelShaderCache::Init()
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pSetPSConstant4fv = SetGLSLPSConstant4fv;
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pSetMultiPSConstant4fv = SetMultiGLSLPSConstant4fv;
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pCompilePixelShader = CompileGLSLPixelShader;
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// Should this be set here?
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if (strstr((const char*)glGetString(GL_EXTENSIONS), "GL_ARB_shading_language_420pack") != NULL)
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g_ActiveConfig.backend_info.bSupportsGLSLBinding = true;
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// This bit doesn't quite work yet, always set to false
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//if (strstr((const char*)glGetString(GL_EXTENSIONS), "GL_ARB_separate_shader_objects") != NULL)
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g_ActiveConfig.backend_info.bSupportsGLSLLocation = false;
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}
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else
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{
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@ -108,56 +113,118 @@ void PixelShaderCache::Init()
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if(g_ActiveConfig.bUseGLSL)
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{
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char pmatrixprog[2048];
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sprintf(pmatrixprog, "#extension GL_ARB_texture_rectangle : enable\n"
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"uniform sampler2DRect samp0;\n"
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"uniform vec4 "I_COLORS"[7];\n"
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"void main(){\n"
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"vec4 Temp0, Temp1;\n"
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"vec4 K0 = vec4(0.5, 0.5, 0.5, 0.5);\n"
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"Temp0 = texture2DRect(samp0, gl_TexCoord[0].xy);\n"
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"Temp0 = Temp0 * "I_COLORS"[%d];\n"
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"Temp0 = Temp0 + K0;\n"
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"Temp0 = floor(Temp0);\n"
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"Temp0 = Temp0 * "I_COLORS"[%d];\n"
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"Temp1.x = dot(Temp0, "I_COLORS"[%d]);\n"
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"Temp1.y = dot(Temp0, "I_COLORS"[%d]);\n"
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"Temp1.z = dot(Temp0, "I_COLORS"[%d]);\n"
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"Temp1.w = dot(Temp0, "I_COLORS"[%d]);\n"
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"gl_FragData[0] = Temp1 + "I_COLORS"[%d];\n"
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"}\n", C_COLORS+5, C_COLORS+6, C_COLORS, C_COLORS+1, C_COLORS+2, C_COLORS+3, C_COLORS+4);
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if(!pCompilePixelShader(s_ColorMatrixProgram, pmatrixprog))
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if (g_ActiveConfig.backend_info.bSupportsGLSLBinding)
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{
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sprintf(pmatrixprog, "#version 330 compatibility\n"
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"#extension GL_ARB_texture_rectangle : enable\n"
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"#extension GL_ARB_shading_language_420pack : enable\n"
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"layout(binding = 0) uniform sampler2DRect samp0;\n"
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"uniform vec4 "I_COLORS"[7];\n"
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"void main(){\n"
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"vec4 Temp0, Temp1;\n"
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"vec4 K0 = vec4(0.5, 0.5, 0.5, 0.5);\n"
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"Temp0 = texture2DRect(samp0, gl_TexCoord[0].xy);\n"
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"Temp0 = Temp0 * "I_COLORS"[%d];\n"
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"Temp0 = Temp0 + K0;\n"
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"Temp0 = floor(Temp0);\n"
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"Temp0 = Temp0 * "I_COLORS"[%d];\n"
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"Temp1.x = dot(Temp0, "I_COLORS"[%d]);\n"
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"Temp1.y = dot(Temp0, "I_COLORS"[%d]);\n"
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"Temp1.z = dot(Temp0, "I_COLORS"[%d]);\n"
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"Temp1.w = dot(Temp0, "I_COLORS"[%d]);\n"
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"gl_FragData[0] = Temp1 + "I_COLORS"[%d];\n"
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"}\n", C_COLORS+5, C_COLORS+6, C_COLORS, C_COLORS+1, C_COLORS+2, C_COLORS+3, C_COLORS+4);
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}
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else
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{
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sprintf(pmatrixprog, "#version 120\n"
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"#extension GL_ARB_texture_rectangle : enable\n"
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"uniform sampler2DRect samp0;\n"
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"uniform vec4 "I_COLORS"[7];\n"
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"void main(){\n"
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"vec4 Temp0, Temp1;\n"
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"vec4 K0 = vec4(0.5, 0.5, 0.5, 0.5);\n"
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"Temp0 = texture2DRect(samp0, gl_TexCoord[0].xy);\n"
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"Temp0 = Temp0 * "I_COLORS"[%d];\n"
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"Temp0 = Temp0 + K0;\n"
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"Temp0 = floor(Temp0);\n"
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"Temp0 = Temp0 * "I_COLORS"[%d];\n"
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"Temp1.x = dot(Temp0, "I_COLORS"[%d]);\n"
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"Temp1.y = dot(Temp0, "I_COLORS"[%d]);\n"
|
||||
"Temp1.z = dot(Temp0, "I_COLORS"[%d]);\n"
|
||||
"Temp1.w = dot(Temp0, "I_COLORS"[%d]);\n"
|
||||
"gl_FragData[0] = Temp1 + "I_COLORS"[%d];\n"
|
||||
"}\n", C_COLORS+5, C_COLORS+6, C_COLORS, C_COLORS+1, C_COLORS+2, C_COLORS+3, C_COLORS+4);
|
||||
}
|
||||
if (!pCompilePixelShader(s_ColorMatrixProgram, pmatrixprog))
|
||||
{
|
||||
ERROR_LOG(VIDEO, "Failed to create color matrix fragment program");
|
||||
s_ColorMatrixProgram.Destroy();
|
||||
}
|
||||
sprintf(pmatrixprog, "#extension GL_ARB_texture_rectangle : enable\n"
|
||||
"uniform sampler2DRect samp0;\n"
|
||||
"uniform vec4 "I_COLORS"[5];\n"
|
||||
"void main(){\n"
|
||||
"vec4 R0, R1, R2;\n"
|
||||
"vec4 K0 = vec4(255.99998474121, 0.003921568627451, 256.0, 0.0);\n"
|
||||
"vec4 K1 = vec4(15.0, 0.066666666666, 0.0, 0.0);\n"
|
||||
"R2 = texture2DRect(samp0, gl_TexCoord[0].xy);\n"
|
||||
"R0.x = R2.x * K0.x;\n"
|
||||
"R0.x = floor(R0).x;\n"
|
||||
"R0.yzw = (R0 - R0.x).yzw;\n"
|
||||
"R0.yzw = (R0 * K0.z).yzw;\n"
|
||||
"R0.y = floor(R0).y;\n"
|
||||
"R0.zw = (R0 - R0.y).zw;\n"
|
||||
"R0.zw = (R0 * K0.z).zw;\n"
|
||||
"R0.z = floor(R0).z;\n"
|
||||
"R0.w = R0.x;\n"
|
||||
"R0 = R0 * K0.y;\n"
|
||||
"R0.w = (R0 * K1.x).w;\n"
|
||||
"R0.w = floor(R0).w;\n"
|
||||
"R0.w = (R0 * K1.y).w;\n"
|
||||
"R1.x = dot(R0, "I_COLORS"[%d]);\n"
|
||||
"R1.y = dot(R0, "I_COLORS"[%d]);\n"
|
||||
"R1.z = dot(R0, "I_COLORS"[%d]);\n"
|
||||
"R1.w = dot(R0, "I_COLORS"[%d]);\n"
|
||||
"gl_FragData[0] = R1 * "I_COLORS"[%d];\n"
|
||||
"}\n", C_COLORS, C_COLORS+1, C_COLORS+2, C_COLORS+3, C_COLORS+4);
|
||||
if(!pCompilePixelShader(s_DepthMatrixProgram, pmatrixprog))
|
||||
if (g_ActiveConfig.backend_info.bSupportsGLSLBinding)
|
||||
{
|
||||
sprintf(pmatrixprog, "#version 330 compatibility\n"
|
||||
"#extension GL_ARB_texture_rectangle : enable\n"
|
||||
"#extension GL_ARB_shading_language_420pack : enable\n"
|
||||
"layout(binding = 0) uniform sampler2DRect samp0;\n"
|
||||
"uniform vec4 "I_COLORS"[5];\n"
|
||||
"void main(){\n"
|
||||
"vec4 R0, R1, R2;\n"
|
||||
"vec4 K0 = vec4(255.99998474121, 0.003921568627451, 256.0, 0.0);\n"
|
||||
"vec4 K1 = vec4(15.0, 0.066666666666, 0.0, 0.0);\n"
|
||||
"R2 = texture2DRect(samp0, gl_TexCoord[0].xy);\n"
|
||||
"R0.x = R2.x * K0.x;\n"
|
||||
"R0.x = floor(R0).x;\n"
|
||||
"R0.yzw = (R0 - R0.x).yzw;\n"
|
||||
"R0.yzw = (R0 * K0.z).yzw;\n"
|
||||
"R0.y = floor(R0).y;\n"
|
||||
"R0.zw = (R0 - R0.y).zw;\n"
|
||||
"R0.zw = (R0 * K0.z).zw;\n"
|
||||
"R0.z = floor(R0).z;\n"
|
||||
"R0.w = R0.x;\n"
|
||||
"R0 = R0 * K0.y;\n"
|
||||
"R0.w = (R0 * K1.x).w;\n"
|
||||
"R0.w = floor(R0).w;\n"
|
||||
"R0.w = (R0 * K1.y).w;\n"
|
||||
"R1.x = dot(R0, "I_COLORS"[%d]);\n"
|
||||
"R1.y = dot(R0, "I_COLORS"[%d]);\n"
|
||||
"R1.z = dot(R0, "I_COLORS"[%d]);\n"
|
||||
"R1.w = dot(R0, "I_COLORS"[%d]);\n"
|
||||
"gl_FragData[0] = R1 * "I_COLORS"[%d];\n"
|
||||
"}\n", C_COLORS, C_COLORS+1, C_COLORS+2, C_COLORS+3, C_COLORS+4);
|
||||
}
|
||||
else
|
||||
{
|
||||
sprintf(pmatrixprog, "#version 120\n"
|
||||
"#extension GL_ARB_texture_rectangle : enable\n"
|
||||
"uniform sampler2DRect samp0;\n"
|
||||
"uniform vec4 "I_COLORS"[5];\n"
|
||||
"void main(){\n"
|
||||
"vec4 R0, R1, R2;\n"
|
||||
"vec4 K0 = vec4(255.99998474121, 0.003921568627451, 256.0, 0.0);\n"
|
||||
"vec4 K1 = vec4(15.0, 0.066666666666, 0.0, 0.0);\n"
|
||||
"R2 = texture2DRect(samp0, gl_TexCoord[0].xy);\n"
|
||||
"R0.x = R2.x * K0.x;\n"
|
||||
"R0.x = floor(R0).x;\n"
|
||||
"R0.yzw = (R0 - R0.x).yzw;\n"
|
||||
"R0.yzw = (R0 * K0.z).yzw;\n"
|
||||
"R0.y = floor(R0).y;\n"
|
||||
"R0.zw = (R0 - R0.y).zw;\n"
|
||||
"R0.zw = (R0 * K0.z).zw;\n"
|
||||
"R0.z = floor(R0).z;\n"
|
||||
"R0.w = R0.x;\n"
|
||||
"R0 = R0 * K0.y;\n"
|
||||
"R0.w = (R0 * K1.x).w;\n"
|
||||
"R0.w = floor(R0).w;\n"
|
||||
"R0.w = (R0 * K1.y).w;\n"
|
||||
"R1.x = dot(R0, "I_COLORS"[%d]);\n"
|
||||
"R1.y = dot(R0, "I_COLORS"[%d]);\n"
|
||||
"R1.z = dot(R0, "I_COLORS"[%d]);\n"
|
||||
"R1.w = dot(R0, "I_COLORS"[%d]);\n"
|
||||
"gl_FragData[0] = R1 * "I_COLORS"[%d];\n"
|
||||
"}\n", C_COLORS, C_COLORS+1, C_COLORS+2, C_COLORS+3, C_COLORS+4);
|
||||
}
|
||||
if (!pCompilePixelShader(s_DepthMatrixProgram, pmatrixprog))
|
||||
{
|
||||
ERROR_LOG(VIDEO, "Failed to create depth matrix fragment program");
|
||||
s_DepthMatrixProgram.Destroy();
|
||||
@ -398,6 +465,8 @@ bool CompileGLSLPixelShader(FRAGMENTSHADER& ps, const char* pstrprogram)
|
||||
}
|
||||
void PixelShaderCache::SetPSSampler(const char * name, unsigned int Tex)
|
||||
{
|
||||
if(g_ActiveConfig.backend_info.bSupportsGLSLBinding)
|
||||
return;
|
||||
PROGRAMSHADER tmp = ProgramShaderCache::GetShaderProgram();
|
||||
for(int a = 0; a < NUM_UNIFORMS; ++a)
|
||||
if(!strcmp(name, UniformNames[a]))
|
||||
@ -429,6 +498,12 @@ void SetPSConstant4fvByName(const char * name, unsigned int offset, const float
|
||||
void SetGLSLPSConstant4f(unsigned int const_number, float f1, float f2, float f3, float f4)
|
||||
{
|
||||
float f[4] = { f1, f2, f3, f4 };
|
||||
|
||||
if(g_ActiveConfig.backend_info.bSupportsGLSLLocation)
|
||||
{
|
||||
glUniform4fv(const_number, 1, f);
|
||||
return;
|
||||
}
|
||||
for( unsigned int a = 0; a < 10; ++a)
|
||||
{
|
||||
if( const_number >= PSVar_Loc[a].reg && const_number < (PSVar_Loc[a].reg + PSVar_Loc[a].size))
|
||||
@ -442,6 +517,11 @@ void SetGLSLPSConstant4f(unsigned int const_number, float f1, float f2, float f3
|
||||
|
||||
void SetGLSLPSConstant4fv(unsigned int const_number, const float *f)
|
||||
{
|
||||
if(g_ActiveConfig.backend_info.bSupportsGLSLLocation)
|
||||
{
|
||||
glUniform4fv(const_number, 1, f);
|
||||
return;
|
||||
}
|
||||
for( unsigned int a = 0; a < 10; ++a)
|
||||
{
|
||||
if( const_number >= PSVar_Loc[a].reg && const_number < (PSVar_Loc[a].reg + PSVar_Loc[a].size))
|
||||
@ -455,6 +535,11 @@ void SetGLSLPSConstant4fv(unsigned int const_number, const float *f)
|
||||
|
||||
void SetMultiGLSLPSConstant4fv(unsigned int const_number, unsigned int count, const float *f)
|
||||
{
|
||||
if(g_ActiveConfig.backend_info.bSupportsGLSLLocation)
|
||||
{
|
||||
glUniform4fv(const_number, count, f);
|
||||
return;
|
||||
}
|
||||
for( unsigned int a = 0; a < 10; ++a)
|
||||
{
|
||||
if( const_number >= PSVar_Loc[a].reg && const_number < (PSVar_Loc[a].reg + PSVar_Loc[a].size))
|
||||
|
@ -88,6 +88,8 @@ public:
|
||||
|
||||
static GLuint GetDepthMatrixProgram();
|
||||
|
||||
static bool SupportsBinding();
|
||||
|
||||
static void SetCurrentShader(GLuint Shader);
|
||||
|
||||
static void DisableShader();
|
||||
|
@ -247,6 +247,11 @@ void SetGLSLVSConstant4f(unsigned int const_number, float f1, float f2, float f3
|
||||
buf[1] = f2;
|
||||
buf[2] = f3;
|
||||
buf[3] = f4;
|
||||
if(g_ActiveConfig.backend_info.bSupportsGLSLLocation)
|
||||
{
|
||||
glUniform4fv(const_number, 1, buf);
|
||||
return;
|
||||
}
|
||||
for( unsigned int a = 0; a < 9; ++a)
|
||||
{
|
||||
if( const_number >= VSVar_Loc[a].reg && const_number < ( VSVar_Loc[a].reg + VSVar_Loc[a].size))
|
||||
@ -260,6 +265,11 @@ void SetGLSLVSConstant4f(unsigned int const_number, float f1, float f2, float f3
|
||||
|
||||
void SetGLSLVSConstant4fv(unsigned int const_number, const float *f)
|
||||
{
|
||||
if(g_ActiveConfig.backend_info.bSupportsGLSLLocation)
|
||||
{
|
||||
glUniform4fv(const_number, 1, f);
|
||||
return;
|
||||
}
|
||||
for( unsigned int a = 0; a < 9; ++a)
|
||||
{
|
||||
if( const_number >= VSVar_Loc[a].reg && const_number < ( VSVar_Loc[a].reg + VSVar_Loc[a].size))
|
||||
@ -273,6 +283,11 @@ void SetGLSLVSConstant4fv(unsigned int const_number, const float *f)
|
||||
|
||||
void SetMultiGLSLVSConstant4fv(unsigned int const_number, unsigned int count, const float *f)
|
||||
{
|
||||
if(g_ActiveConfig.backend_info.bSupportsGLSLLocation)
|
||||
{
|
||||
glUniform4fv(const_number, count, f);
|
||||
return;
|
||||
}
|
||||
for( unsigned int a = 0; a < 9; ++a)
|
||||
{
|
||||
if( const_number >= VSVar_Loc[a].reg && const_number < ( VSVar_Loc[a].reg + VSVar_Loc[a].size))
|
||||
@ -294,6 +309,11 @@ void SetMultiGLSLVSConstant3fv(unsigned int const_number, unsigned int count, co
|
||||
buf[4*i+2] = *f++;
|
||||
buf[4*i+3] = 0.f;
|
||||
}
|
||||
if(g_ActiveConfig.backend_info.bSupportsGLSLLocation)
|
||||
{
|
||||
glUniform4fv(const_number, count, buf);
|
||||
return;
|
||||
}
|
||||
for( unsigned int a = 0; a < 9; ++a)
|
||||
{
|
||||
if( const_number >= VSVar_Loc[a].reg && const_number < ( VSVar_Loc[a].reg + VSVar_Loc[a].size))
|
||||
|
Loading…
Reference in New Issue
Block a user