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Give OSX users more of a chance of supporting Single pass DSB in the future.
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@ -89,7 +89,7 @@ namespace OGL
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}
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// Need to get some attribute locations
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if(uid.uid.vsid != 0) // We have no vertex Shader
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if(uid.uid.vsid != 0 && !g_ActiveConfig.backend_info.bSupportsGLSLATTRBind) // We have no vertex Shader
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{
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glBindAttribLocation(entry.program.glprogid, SHADER_NORM1_ATTRIB, "rawnorm1");
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glBindAttribLocation(entry.program.glprogid, SHADER_NORM2_ATTRIB, "rawnorm2");
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@ -315,6 +315,8 @@ Renderer::Renderer()
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// TODO: Switch over to using glew once 1.6/1.7 becomes more mainstream, seems most people are stuck in 1.5
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if (strstr((const char*)glGetString(GL_EXTENSIONS), "GL_ARB_shading_language_420pack") != NULL)
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g_Config.backend_info.bSupportsGLSLBinding = true;
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if (strstr((const char*)glGetString(GL_EXTENSIONS), "GL_ARB_explicit_attrib_location") != NULL)
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g_Config.backend_info.bSupportsGLSLATTRBind = true;
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if (strstr((const char*)glGetString(GL_EXTENSIONS), "GL_ARB_uniform_buffer_object") != NULL)
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g_Config.backend_info.bSupportsGLSLUBO = true;
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if (strstr((const char*)glGetString(GL_EXTENSIONS), "GL_ARB_get_program_binary") != NULL)
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@ -178,7 +178,7 @@ void VertexManager::vFlush()
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&& bpmem.zcontrol.pixel_format == PIXELFMT_RGBA6_Z24;
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// Makes sure we can actually do Dual source blending
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bool dualSourcePossible = g_ActiveConfig.bUseGLSL && g_ActiveConfig.backend_info.bSupportsGLSLBinding;
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bool dualSourcePossible = g_ActiveConfig.bUseGLSL && g_ActiveConfig.backend_info.bSupportsGLSLATTRBind;
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// finally bind
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FRAGMENTSHADER* ps;
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