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VideoBackends: Make TextureCache::CompileShaders return a bool
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@ -314,7 +314,7 @@ void TextureCache::SetStage()
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glActiveTexture(GL_TEXTURE0 + s_ActiveTexture);
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}
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void TextureCache::CompileShaders()
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bool TextureCache::CompileShaders()
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{
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constexpr const char* color_copy_program = "SAMPLER_BINDING(9) uniform sampler2DArray samp9;\n"
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"in vec3 f_uv0;\n"
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@ -398,15 +398,18 @@ void TextureCache::CompileShaders()
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const char* prefix = geo_program.empty() ? "f" : "v";
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const char* depth_layer = g_ActiveConfig.bStereoEFBMonoDepth ? "0.0" : "f_uv0.z";
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ProgramShaderCache::CompileShader(s_ColorCopyProgram,
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StringFromFormat(vertex_program, prefix, prefix),
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color_copy_program, geo_program);
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ProgramShaderCache::CompileShader(s_ColorMatrixProgram,
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StringFromFormat(vertex_program, prefix, prefix),
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color_matrix_program, geo_program);
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ProgramShaderCache::CompileShader(
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s_DepthMatrixProgram, StringFromFormat(vertex_program, prefix, prefix),
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StringFromFormat(depth_matrix_program, depth_layer), geo_program);
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if (!ProgramShaderCache::CompileShader(s_ColorCopyProgram,
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StringFromFormat(vertex_program, prefix, prefix),
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color_copy_program, geo_program) ||
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!ProgramShaderCache::CompileShader(s_ColorMatrixProgram,
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StringFromFormat(vertex_program, prefix, prefix),
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color_matrix_program, geo_program) ||
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!ProgramShaderCache::CompileShader(
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s_DepthMatrixProgram, StringFromFormat(vertex_program, prefix, prefix),
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StringFromFormat(depth_matrix_program, depth_layer), geo_program))
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{
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return false;
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}
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s_ColorMatrixUniform = glGetUniformLocation(s_ColorMatrixProgram.glprogid, "colmat");
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s_DepthMatrixUniform = glGetUniformLocation(s_DepthMatrixProgram.glprogid, "colmat");
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@ -500,9 +503,12 @@ void TextureCache::CompileShaders()
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if (g_ActiveConfig.backend_info.bSupportsPaletteConversion)
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{
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ProgramShaderCache::CompileShader(
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s_palette_pixel_shader[GX_TL_IA8], StringFromFormat(vertex_program, prefix, prefix),
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"#define DECODE DecodePixel_IA8" + palette_shader, geo_program);
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if (!ProgramShaderCache::CompileShader(
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s_palette_pixel_shader[GX_TL_IA8], StringFromFormat(vertex_program, prefix, prefix),
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"#define DECODE DecodePixel_IA8" + palette_shader, geo_program))
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{
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return false;
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}
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s_palette_buffer_offset_uniform[GX_TL_IA8] =
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glGetUniformLocation(s_palette_pixel_shader[GX_TL_IA8].glprogid, "texture_buffer_offset");
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s_palette_multiplier_uniform[GX_TL_IA8] =
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@ -510,9 +516,12 @@ void TextureCache::CompileShaders()
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s_palette_copy_position_uniform[GX_TL_IA8] =
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glGetUniformLocation(s_palette_pixel_shader[GX_TL_IA8].glprogid, "copy_position");
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ProgramShaderCache::CompileShader(
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s_palette_pixel_shader[GX_TL_RGB565], StringFromFormat(vertex_program, prefix, prefix),
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"#define DECODE DecodePixel_RGB565" + palette_shader, geo_program);
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if (!ProgramShaderCache::CompileShader(
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s_palette_pixel_shader[GX_TL_RGB565], StringFromFormat(vertex_program, prefix, prefix),
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"#define DECODE DecodePixel_RGB565" + palette_shader, geo_program))
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{
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return false;
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}
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s_palette_buffer_offset_uniform[GX_TL_RGB565] = glGetUniformLocation(
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s_palette_pixel_shader[GX_TL_RGB565].glprogid, "texture_buffer_offset");
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s_palette_multiplier_uniform[GX_TL_RGB565] =
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@ -520,9 +529,12 @@ void TextureCache::CompileShaders()
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s_palette_copy_position_uniform[GX_TL_RGB565] =
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glGetUniformLocation(s_palette_pixel_shader[GX_TL_RGB565].glprogid, "copy_position");
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ProgramShaderCache::CompileShader(
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s_palette_pixel_shader[GX_TL_RGB5A3], StringFromFormat(vertex_program, prefix, prefix),
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"#define DECODE DecodePixel_RGB5A3" + palette_shader, geo_program);
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if (!ProgramShaderCache::CompileShader(
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s_palette_pixel_shader[GX_TL_RGB5A3], StringFromFormat(vertex_program, prefix, prefix),
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"#define DECODE DecodePixel_RGB5A3" + palette_shader, geo_program))
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{
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return false;
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}
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s_palette_buffer_offset_uniform[GX_TL_RGB5A3] = glGetUniformLocation(
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s_palette_pixel_shader[GX_TL_RGB5A3].glprogid, "texture_buffer_offset");
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s_palette_multiplier_uniform[GX_TL_RGB5A3] =
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@ -530,6 +542,8 @@ void TextureCache::CompileShaders()
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s_palette_copy_position_uniform[GX_TL_RGB5A3] =
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glGetUniformLocation(s_palette_pixel_shader[GX_TL_RGB5A3].glprogid, "copy_position");
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}
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return true;
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}
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void TextureCache::DeleteShaders()
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