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Merge 'master' into shader-uids-awesome.
Conflicts: Source/Core/VideoCommon/Src/BPMemory.h Source/Core/VideoCommon/Src/LightingShaderGen.cpp Source/Core/VideoCommon/Src/PixelShaderGen.cpp Source/Core/VideoCommon/Src/PixelShaderGen.h Source/Core/VideoCommon/Src/PixelShaderManager.cpp Source/Core/VideoCommon/Src/VertexShaderGen.cpp Source/Core/VideoCommon/Src/VertexShaderGen.h
This commit is contained in:
@ -1,19 +1,6 @@
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// Copyright (C) 2003 Dolphin Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official SVN repository and contact information can be found at
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// http://code.google.com/p/dolphin-emu/
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// Copyright 2013 Dolphin Emulator Project
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// Licensed under GPLv2
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// Refer to the license.txt file included.
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#include "ProgramShaderCache.h"
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#include "MathUtil.h"
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@ -123,8 +110,15 @@ void SHADER::SetProgramBindings()
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glBindFragDataLocationIndexed(glprogid, 0, 0, "ocol0");
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glBindFragDataLocationIndexed(glprogid, 0, 1, "ocol1");
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}
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else
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else if(g_ogl_config.eSupportedGLSLVersion > GLSL_120)
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{
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glBindFragDataLocation(glprogid, 0, "ocol0");
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}
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else
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{
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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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// Need to set some attribute locations
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glBindAttribLocation(glprogid, SHADER_POSITION_ATTRIB, "rawpos");
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@ -465,31 +459,17 @@ void ProgramShaderCache::Shutdown(void)
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void ProgramShaderCache::CreateHeader ( void )
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{
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#ifdef _WIN32
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// Intel Windows driver has a issue:
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// their glsl doesn't know about the ubo extension, so we can't load it.
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// but as version 140, ubo is in core and don't have to be loaded in glsl.
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// as sandy do ogl3.1, glsl 140 is supported, so force it in this way.
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// TODO: remove this again when the issue is fixed:
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// see http://communities.intel.com/thread/36084
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bool glsl140_hack = strcmp(g_ogl_config.gl_vendor, "Intel") == 0;
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#elif __APPLE__
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// as apple doesn't support glsl130 at all, we also have to use glsl140
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bool glsl140_hack = true;
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#else
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bool glsl140_hack = false;
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#endif
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GLSL_VERSION v = g_ogl_config.eSupportedGLSLVersion;
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snprintf(s_glsl_header, sizeof(s_glsl_header),
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"#version %s\n"
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"%s\n" // tex_rect
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"%s\n" // ubo
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"\n"// A few required defines and ones that will make our lives a lot easier
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"#define ATTRIN in\n"
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"#define ATTROUT out\n"
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"#define VARYIN centroid in\n"
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"#define VARYOUT centroid out\n"
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"#define ATTRIN %s\n"
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"#define ATTROUT %s\n"
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"#define VARYIN %s\n"
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"#define VARYOUT %s\n"
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// Silly differences
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"#define float2 vec2\n"
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@ -501,10 +481,27 @@ void ProgramShaderCache::CreateHeader ( void )
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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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"%s\n"
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"%s\n"
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"%s\n"
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"#define COLOROUT(name) %s\n"
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, glsl140_hack ? "140" : "130"
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, glsl140_hack ? "#define texture2DRect texture" : "#extension GL_ARB_texture_rectangle : enable"
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, g_ActiveConfig.backend_info.bSupportsGLSLUBO && !glsl140_hack ? "#extension GL_ARB_uniform_buffer_object : enable" : "// ubo disabled"
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, v==GLSL_120 ? "120" : v==GLSL_130 ? "130" : "140"
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, v<=GLSL_130 ? "#extension GL_ARB_texture_rectangle : enable" : "#define texture2DRect texture"
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, g_ActiveConfig.backend_info.bSupportsGLSLUBO && v!=GLSL_140 ? "#extension GL_ARB_uniform_buffer_object : enable" : ""
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, v==GLSL_120 ? "attribute" : "in"
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, v==GLSL_120 ? "attribute" : "out"
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, v==GLSL_120 ? "varying" : "centroid in"
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, v==GLSL_120 ? "varying" : "centroid out"
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, v==GLSL_120 ? "#define texture texture2D" : ""
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, v==GLSL_120 ? "#define round(x) floor((x)+0.5f)" : ""
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, v==GLSL_120 ? "#define out " : ""
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, v==GLSL_120 ? "#define ocol0 gl_FragColor" : ""
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, v==GLSL_120 ? "#define ocol1 gl_FragColor" : "" //TODO: implement dual source blend
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, v==GLSL_120 ? "" : "out vec4 name;"
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);
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}
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