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Add in GLSL setting again.
PS and VS making. Untested and won't work for now. Add in program shader cache files. Readd NativeVertexFormat stuffs. Add in PS and VS cache things. SetShaders in places. Fixed EFB cache index computations in OpenGL renderer. The previous computation was very likely to go out of array bounds, which could result in crashes on EFB access. Also, the cache size was rounded down instead of up. This is a problem since EFB_HEIGHT (528) is not a multiple of EFB_CACHE_RECT_SIZE (64).
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@ -70,7 +70,17 @@ public:
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static void DisableShader();
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};
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// GLSL Specific
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void SetGLSLVSConstant4f(unsigned int const_number, float f1, float f2, float f3, float f4);
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void SetGLSLVSConstant4fv(unsigned int const_number, const float *f);
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void SetMultiGLSLVSConstant4fv(unsigned int const_number, unsigned int count, const float *f);
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void SetMultiGLSLVSConstant3fv(unsigned int const_number, unsigned int count, const float *f);
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// CG Specific
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void SetCGVSConstant4f(unsigned int const_number, float f1, float f2, float f3, float f4);
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void SetCGVSConstant4fv(unsigned int const_number, const float *f);
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void SetMultiCGVSConstant4fv(unsigned int const_number, unsigned int count, const float *f);
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void SetMultiCGVSConstant3fv(unsigned int const_number, unsigned int count, const float *f);
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} // namespace OGL
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#endif // _VERTEXSHADERCACHE_H_
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