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https://github.com/dolphin-emu/dolphin.git
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fix warnings
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parent
8651b34e22
commit
2838077313
@ -28,6 +28,9 @@
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#include "GLUtil.h"
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// this should be removed in future, but as long as glsl is unstable, we should really read this messages
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#define DEBUG_GLSL
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GLWindow GLWin;
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cInterfaceBase *GLInterface;
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@ -70,14 +73,14 @@ GLuint OpenGL_CompileProgram ( const char* vertexShader, const char* fragmentSha
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GLuint vertexShaderID = glCreateShader(GL_VERTEX_SHADER);
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GLuint fragmentShaderID = glCreateShader(GL_FRAGMENT_SHADER);
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GLuint programID = glCreateProgram();
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GLint Result = GL_FALSE;
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char stringBuffer[1024];
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GLsizei stringBufferUsage = 0;
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// compile vertex shader
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glShaderSource(vertexShaderID, 1, &vertexShader, NULL);
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glCompileShader(vertexShaderID);
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#if defined(_DEBUG) || defined(DEBUGFAST) || defined(DEBUG_GLSL)
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GLint Result = GL_FALSE;
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char stringBuffer[1024];
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GLsizei stringBufferUsage = 0;
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glGetShaderiv(vertexShaderID, GL_COMPILE_STATUS, &Result);
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glGetShaderInfoLog(vertexShaderID, 1024, &stringBufferUsage, stringBuffer);
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if(Result && stringBufferUsage) {
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@ -107,7 +107,7 @@ void ProgramShaderCache::SetProgramBindings ( ProgramShaderCache::PCacheEntry& e
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}
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// Need to set some attribute locations
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glBindAttribLocation(entry.prog_id, SHADER_POSITION_ATTRIB, "vposition");
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glBindAttribLocation(entry.prog_id, SHADER_POSITION_ATTRIB, "rawpos");
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glBindAttribLocation(entry.prog_id, SHADER_POSMTX_ATTRIB, "fposmtx");
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glBindAttribLocation(entry.prog_id, SHADER_TEXTURE0_ATTRIB, "texture0");
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glBindAttribLocation(entry.prog_id, SHADER_COLOR0_ATTRIB, "color0");
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@ -131,11 +131,11 @@ const u8 rasters[char_count][char_height] = {
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static const char *s_vertexShaderSrc =
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"#version 130\n"
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"uniform vec2 charSize;\n"
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"in vec2 vposition;\n"
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"in vec2 rawpos;\n"
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"in vec2 texture0;\n"
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"out vec2 uv0;\n"
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"void main(void) {\n"
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" gl_Position = vec4(vposition,0,1);\n"
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" gl_Position = vec4(rawpos,0,1);\n"
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" uv0 = texture0 * charSize;\n"
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"}\n";
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@ -397,11 +397,11 @@ Renderer::Renderer()
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);
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VertexShaderCache::CompileVertexShader(s_ShowEFBCopyRegions_VS,
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"#version 130\n"
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"in vec2 vposition;\n"
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"in vec2 rawpos;\n"
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"in vec3 color0;\n"
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"out vec4 c;\n"
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"void main(void) {\n"
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" gl_Position = vec4(vposition,0,1);\n"
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" gl_Position = vec4(rawpos,0,1);\n"
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" c = vec4(color0, 1.0);\n"
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"}\n"
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);
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@ -538,13 +538,13 @@ TextureCache::TextureCache()
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const char *VProgram =
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"#version 130\n"
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"in vec2 vposition;\n"
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"in vec2 rawpos;\n"
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"in vec2 texture0;\n"
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"out vec2 uv0;\n"
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"void main()\n"
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"{\n"
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" uv0 = texture0;\n"
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" gl_Position = vec4(vposition,0,1);\n"
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" gl_Position = vec4(rawpos,0,1);\n"
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"}\n";
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if (!VertexShaderCache::CompileVertexShader(s_vProgram, VProgram))
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ERROR_LOG(VIDEO, "Failed to create texture converter vertex program.");
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@ -114,13 +114,13 @@ void CreatePrograms()
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const char *VProgram =
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"#version 130\n"
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"in vec2 vposition;\n"
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"in vec2 rawpos;\n"
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"in vec2 texture0;\n"
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"out vec2 uv0;\n"
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"void main()\n"
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"{\n"
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" uv0 = texture0;\n"
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" gl_Position = vec4(vposition,0,1);\n"
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" gl_Position = vec4(rawpos,0,1);\n"
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"}\n";
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if (!VertexShaderCache::CompileVertexShader(s_vProgram, VProgram))
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ERROR_LOG(VIDEO, "Failed to create texture converter vertex program.");
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