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remove glsl binding support. convert every shader to version 130
This commit is contained in:
@ -70,32 +70,30 @@ void PixelShaderCache::Init()
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s_displayCompileAlert = true;
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char pmatrixprog[2048];
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sprintf(pmatrixprog, "#version %s\n"
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sprintf(pmatrixprog, "#version 130\n"
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"#extension GL_ARB_texture_rectangle : enable\n"
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"%s\n"
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"%s\n"
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"%suniform sampler2DRect samp0;\n"
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"uniform sampler2DRect samp0;\n"
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"%s\n"
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"%svec4 " I_COLORS"[7];\n"
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"%s\n"
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"out vec4 ocol0;\n"
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"\n"
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"void main(){\n"
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"vec4 Temp0, Temp1;\n"
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"vec4 K0 = vec4(0.5, 0.5, 0.5, 0.5);\n"
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"Temp0 = texture2DRect(samp0, gl_TexCoord[0].xy);\n"
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"Temp0 = Temp0 * " I_COLORS"[%d];\n"
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"Temp0 = Temp0 + K0;\n"
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"Temp0 = floor(Temp0);\n"
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"Temp0 = Temp0 * " I_COLORS"[%d];\n"
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"Temp1.x = dot(Temp0, " I_COLORS"[%d]);\n"
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"Temp1.y = dot(Temp0, " I_COLORS"[%d]);\n"
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"Temp1.z = dot(Temp0, " I_COLORS"[%d]);\n"
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"Temp1.w = dot(Temp0, " I_COLORS"[%d]);\n"
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"gl_FragData[0] = Temp1 + " I_COLORS"[%d];\n"
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" vec4 Temp0, Temp1;\n"
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" vec4 K0 = vec4(0.5, 0.5, 0.5, 0.5);\n"
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" Temp0 = texture2DRect(samp0, gl_TexCoord[0].xy);\n"
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" Temp0 = Temp0 * " I_COLORS"[%d];\n"
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" Temp0 = Temp0 + K0;\n"
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" Temp0 = floor(Temp0);\n"
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" Temp0 = Temp0 * " I_COLORS"[%d];\n"
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" Temp1.x = dot(Temp0, " I_COLORS"[%d]);\n"
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" Temp1.y = dot(Temp0, " I_COLORS"[%d]);\n"
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" Temp1.z = dot(Temp0, " I_COLORS"[%d]);\n"
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" Temp1.w = dot(Temp0, " I_COLORS"[%d]);\n"
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" ocol0 = Temp1 + " I_COLORS"[%d];\n"
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"}\n",
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(g_ActiveConfig.backend_info.bSupportsGLSLUBO || g_ActiveConfig.backend_info.bSupportsGLSLBinding) ? "130" : "120",
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g_ActiveConfig.backend_info.bSupportsGLSLBinding ? "#extension GL_ARB_shading_language_420pack : enable" : "",
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g_ActiveConfig.backend_info.bSupportsGLSLUBO ? "#extension GL_ARB_uniform_buffer_object : enable" : "",
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g_ActiveConfig.backend_info.bSupportsGLSLBinding ? "layout(binding = 0) " : "",
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g_ActiveConfig.backend_info.bSupportsGLSLUBO ? "layout(std140) uniform PSBlock {" : "",
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g_ActiveConfig.backend_info.bSupportsGLSLUBO ? "" : "uniform ",
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g_ActiveConfig.backend_info.bSupportsGLSLUBO ? "};" : "",
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@ -108,42 +106,40 @@ void PixelShaderCache::Init()
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s_ColorMatrixProgram.Destroy();
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}
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sprintf(pmatrixprog, "#version %s\n"
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sprintf(pmatrixprog, "#version 130\n"
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"#extension GL_ARB_texture_rectangle : enable\n"
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"%s\n"
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"%s\n"
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"%suniform sampler2DRect samp0;\n"
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"uniform sampler2DRect samp0;\n"
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"%s\n"
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"%svec4 " I_COLORS"[5];\n"
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"%s\n"
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"out vec4 ocol0;\n"
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"\n"
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"void main(){\n"
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"vec4 R0, R1, R2;\n"
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"vec4 K0 = vec4(255.99998474121, 0.003921568627451, 256.0, 0.0);\n"
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"vec4 K1 = vec4(15.0, 0.066666666666, 0.0, 0.0);\n"
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"R2 = texture2DRect(samp0, gl_TexCoord[0].xy);\n"
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"R0.x = R2.x * K0.x;\n"
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"R0.x = floor(R0).x;\n"
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"R0.yzw = (R0 - R0.x).yzw;\n"
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"R0.yzw = (R0 * K0.z).yzw;\n"
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"R0.y = floor(R0).y;\n"
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"R0.zw = (R0 - R0.y).zw;\n"
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"R0.zw = (R0 * K0.z).zw;\n"
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"R0.z = floor(R0).z;\n"
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"R0.w = R0.x;\n"
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"R0 = R0 * K0.y;\n"
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"R0.w = (R0 * K1.x).w;\n"
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"R0.w = floor(R0).w;\n"
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"R0.w = (R0 * K1.y).w;\n"
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"R1.x = dot(R0, " I_COLORS"[%d]);\n"
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"R1.y = dot(R0, " I_COLORS"[%d]);\n"
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"R1.z = dot(R0, " I_COLORS"[%d]);\n"
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"R1.w = dot(R0, " I_COLORS"[%d]);\n"
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"gl_FragData[0] = R1 * " I_COLORS"[%d];\n"
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" vec4 R0, R1, R2;\n"
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" vec4 K0 = vec4(255.99998474121, 0.003921568627451, 256.0, 0.0);\n"
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" vec4 K1 = vec4(15.0, 0.066666666666, 0.0, 0.0);\n"
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" R2 = texture2DRect(samp0, gl_TexCoord[0].xy);\n"
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" R0.x = R2.x * K0.x;\n"
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" R0.x = floor(R0).x;\n"
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" R0.yzw = (R0 - R0.x).yzw;\n"
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" R0.yzw = (R0 * K0.z).yzw;\n"
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" R0.y = floor(R0).y;\n"
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" R0.zw = (R0 - R0.y).zw;\n"
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" R0.zw = (R0 * K0.z).zw;\n"
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" R0.z = floor(R0).z;\n"
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" R0.w = R0.x;\n"
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" R0 = R0 * K0.y;\n"
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" R0.w = (R0 * K1.x).w;\n"
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" R0.w = floor(R0).w;\n"
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" R0.w = (R0 * K1.y).w;\n"
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" R1.x = dot(R0, " I_COLORS"[%d]);\n"
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" R1.y = dot(R0, " I_COLORS"[%d]);\n"
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" R1.z = dot(R0, " I_COLORS"[%d]);\n"
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" R1.w = dot(R0, " I_COLORS"[%d]);\n"
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" ocol0 = R1 * " I_COLORS"[%d];\n"
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"}\n",
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(g_ActiveConfig.backend_info.bSupportsGLSLUBO || g_ActiveConfig.backend_info.bSupportsGLSLBinding) ? "130" : "120",
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g_ActiveConfig.backend_info.bSupportsGLSLBinding ? "#extension GL_ARB_shading_language_420pack : enable" : "",
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g_ActiveConfig.backend_info.bSupportsGLSLUBO ? "#extension GL_ARB_uniform_buffer_object : enable" : "",
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g_ActiveConfig.backend_info.bSupportsGLSLBinding ? "layout(binding = 0) " : "",
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g_ActiveConfig.backend_info.bSupportsGLSLUBO ? "layout(std140) uniform PSBlock {" : "",
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g_ActiveConfig.backend_info.bSupportsGLSLUBO ? "" : "uniform ",
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g_ActiveConfig.backend_info.bSupportsGLSLUBO ? "};" : "",
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@ -61,18 +61,18 @@ const char *UniformNames[NUM_UNIFORMS] =
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void ProgramShaderCache::SetProgramVariables(PCacheEntry &entry)
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{
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// Dunno why this is needed when I have the binding
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// points statically set in the shader source
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// We should only need these two functions when we don't support binding but do support UBO
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// Driver Bug? Nvidia GTX 570, 290.xx Driver, Linux x64
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// Bind UBO
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if (g_ActiveConfig.backend_info.bSupportsGLSLUBO)
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{
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glUniformBlockBinding(entry.prog_id, glGetUniformBlockIndex(entry.prog_id, "PSBlock"), 1);
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// Some things have no vertex shader
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if (entry.vsid != 0)
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glUniformBlockBinding(entry.prog_id, glGetUniformBlockIndex(entry.prog_id, "VSBlock"), 2);
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GLint PSBlock_id = glGetUniformBlockIndex(entry.prog_id, "PSBlock");
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GLint VSBlock_id = glGetUniformBlockIndex(entry.prog_id, "VSBlock");
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if(PSBlock_id != -1)
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glUniformBlockBinding(entry.prog_id, PSBlock_id, 1);
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if(VSBlock_id != -1)
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glUniformBlockBinding(entry.prog_id, VSBlock_id, 2);
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}
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// We cache our uniform locations for now
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// Once we move up to a newer version of GLSL, ~1.30
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// We can remove this
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@ -84,40 +84,32 @@ void ProgramShaderCache::SetProgramVariables(PCacheEntry &entry)
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for (int a = 8; a < NUM_UNIFORMS; ++a)
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entry.UniformLocations[a] = glGetUniformLocation(entry.prog_id, UniformNames[a]);
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if (!g_ActiveConfig.backend_info.bSupportsGLSLBinding)
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// Bind Texture Sampler
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for (int a = 0; a < 8; ++a)
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{
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for (int a = 0; a < 8; ++a)
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{
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// Still need to get sampler locations since we aren't binding them statically in the shaders
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entry.UniformLocations[a] = glGetUniformLocation(entry.prog_id, UniformNames[a]);
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if (entry.UniformLocations[a] != -1)
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glUniform1i(entry.UniformLocations[a], a);
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}
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// Still need to get sampler locations since we aren't binding them statically in the shaders
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entry.UniformLocations[a] = glGetUniformLocation(entry.prog_id, UniformNames[a]);
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if (entry.UniformLocations[a] != -1)
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glUniform1i(entry.UniformLocations[a], a);
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}
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}
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void ProgramShaderCache::SetProgramBindings ( ProgramShaderCache::PCacheEntry& entry )
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{
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if (!g_ActiveConfig.backend_info.bSupportsGLSLBinding)
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if (g_ActiveConfig.backend_info.bSupportsGLSLBlend)
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{
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if (g_ActiveConfig.backend_info.bSupportsGLSLBlend)
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{
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// So we don't support binding, but we do support extended blending
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// So we need to set a few more things here.
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// Bind our out locations
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glBindFragDataLocationIndexed(entry.prog_id, 0, 0, "ocol0");
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glBindFragDataLocationIndexed(entry.prog_id, 0, 1, "ocol1");
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}
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// So we do support extended blending
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// So we need to set a few more things here.
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// Bind our out locations
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glBindFragDataLocationIndexed(entry.prog_id, 0, 0, "ocol0");
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glBindFragDataLocationIndexed(entry.prog_id, 0, 1, "ocol1");
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}
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// Need to set some attribute locations
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if (entry.vsid != 0 && !g_ActiveConfig.backend_info.bSupportsGLSLATTRBind)
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{
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// We have no vertex Shader
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glBindAttribLocation(entry.prog_id, SHADER_NORM1_ATTRIB, "rawnorm1");
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glBindAttribLocation(entry.prog_id, SHADER_NORM2_ATTRIB, "rawnorm2");
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glBindAttribLocation(entry.prog_id, SHADER_POSMTX_ATTRIB, "fposmtx");
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}
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glBindAttribLocation(entry.prog_id, SHADER_NORM1_ATTRIB, "rawnorm1");
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glBindAttribLocation(entry.prog_id, SHADER_NORM2_ATTRIB, "rawnorm2");
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glBindAttribLocation(entry.prog_id, SHADER_POSMTX_ATTRIB, "fposmtx");
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}
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@ -315,20 +315,16 @@ Renderer::Renderer()
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s_bHaveFramebufferBlit = strstr(ptoken, "GL_EXT_framebuffer_blit") != NULL;
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s_bHaveCoverageMSAA = strstr(ptoken, "GL_NV_framebuffer_multisample_coverage") != NULL;
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if (glewIsSupported("GL_ARB_shading_language_420pack"))
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g_Config.backend_info.bSupportsGLSLBinding = true;
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if (glewIsSupported("GL_ARB_blend_func_extended"))
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g_Config.backend_info.bSupportsGLSLBlend = true;
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if (glewIsSupported("GL_ARB_uniform_buffer_object"))
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g_Config.backend_info.bSupportsGLSLUBO = true;
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if ((g_Config.backend_info.bSupportsGLSLBinding || g_Config.backend_info.bSupportsGLSLUBO) && glewIsSupported("GL_ARB_explicit_attrib_location"))
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g_Config.backend_info.bSupportsGLSLATTRBind = true;
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if (glewIsSupported("GL_ARB_get_program_binary"))
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g_Config.backend_info.bSupportsGLSLCache = true;
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UpdateActiveConfig();
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OSD::AddMessage(StringFromFormat("Supports Binding: %s UBOs: %s Cache: %s",
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g_ActiveConfig.backend_info.bSupportsGLSLBinding ? "True" : "False",
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OSD::AddMessage(StringFromFormat("Supports Blending: %s UBOs: %s Cache: %s",
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g_ActiveConfig.backend_info.bSupportsGLSLBlend ? "True" : "False",
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g_ActiveConfig.backend_info.bSupportsGLSLUBO ? "True" : "False",
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g_ActiveConfig.backend_info.bSupportsGLSLCache ? "True" : "False").c_str(), 5000);
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@ -69,106 +69,49 @@ static int s_cached_srcHeight = 0;
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void CreateRgbToYuyvProgram()
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{
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// Output is BGRA because that is slightly faster than RGBA.
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if (g_ActiveConfig.backend_info.bSupportsGLSLBinding)
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{
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const char *FProgram =
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"#version 130\n"
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"#extension GL_ARB_texture_rectangle : enable\n"
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"#extension GL_ARB_shading_language_420pack : enable\n"
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"#extension GL_ARB_explicit_attrib_location : enable\n"
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"layout(binding = 0) uniform sampler2DRect samp0;\n"
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"void main()\n"
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"{\n"
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" vec2 uv1 = vec2(gl_TexCoord[0].x + 1.0f, gl_TexCoord[0].y);\n"
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" vec3 c0 = texture2DRect(samp0, gl_TexCoord[0].xy).rgb;\n"
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" vec3 c1 = texture2DRect(samp0, uv1).rgb;\n"
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" vec3 y_const = vec3(0.257f,0.504f,0.098f);\n"
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" vec3 u_const = vec3(-0.148f,-0.291f,0.439f);\n"
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" vec3 v_const = vec3(0.439f,-0.368f,-0.071f);\n"
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" vec4 const3 = vec4(0.0625f,0.5f,0.0625f,0.5f);\n"
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" vec3 c01 = (c0 + c1) * 0.5f;\n"
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" gl_FragData[0] = vec4(dot(c1,y_const),dot(c01,u_const),dot(c0,y_const),dot(c01, v_const)) + const3;\n"
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"}\n";
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if (!PixelShaderCache::CompilePixelShader(s_rgbToYuyvProgram, FProgram))
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ERROR_LOG(VIDEO, "Failed to create RGB to YUYV fragment program.");
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}
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else
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{
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const char *FProgram =
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"#version 120\n"
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"#extension GL_ARB_texture_rectangle : enable\n"
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"uniform sampler2DRect samp0;\n"
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"void main()\n"
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"{\n"
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" vec2 uv1 = vec2(gl_TexCoord[0].x + 1.0f, gl_TexCoord[0].y);\n"
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" vec3 c0 = texture2DRect(samp0, gl_TexCoord[0].xy).rgb;\n"
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" vec3 c1 = texture2DRect(samp0, uv1).rgb;\n"
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" vec3 y_const = vec3(0.257f,0.504f,0.098f);\n"
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" vec3 u_const = vec3(-0.148f,-0.291f,0.439f);\n"
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" vec3 v_const = vec3(0.439f,-0.368f,-0.071f);\n"
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" vec4 const3 = vec4(0.0625f,0.5f,0.0625f,0.5f);\n"
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" vec3 c01 = (c0 + c1) * 0.5f;\n"
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" gl_FragData[0] = vec4(dot(c1,y_const),dot(c01,u_const),dot(c0,y_const),dot(c01, v_const)) + const3;\n"
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"}\n";
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if (!PixelShaderCache::CompilePixelShader(s_rgbToYuyvProgram, FProgram))
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ERROR_LOG(VIDEO, "Failed to create RGB to YUYV fragment program.");
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}
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const char *FProgram =
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"#version 130\n"
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"#extension GL_ARB_texture_rectangle : enable\n"
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"uniform sampler2DRect samp0;\n"
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"void main()\n"
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"{\n"
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" vec2 uv1 = vec2(gl_TexCoord[0].x + 1.0f, gl_TexCoord[0].y);\n"
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" vec3 c0 = texture2DRect(samp0, gl_TexCoord[0].xy).rgb;\n"
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" vec3 c1 = texture2DRect(samp0, uv1).rgb;\n"
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" vec3 y_const = vec3(0.257f,0.504f,0.098f);\n"
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" vec3 u_const = vec3(-0.148f,-0.291f,0.439f);\n"
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" vec3 v_const = vec3(0.439f,-0.368f,-0.071f);\n"
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" vec4 const3 = vec4(0.0625f,0.5f,0.0625f,0.5f);\n"
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" vec3 c01 = (c0 + c1) * 0.5f;\n"
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" gl_FragData[0] = vec4(dot(c1,y_const),dot(c01,u_const),dot(c0,y_const),dot(c01, v_const)) + const3;\n"
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"}\n";
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if (!PixelShaderCache::CompilePixelShader(s_rgbToYuyvProgram, FProgram))
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ERROR_LOG(VIDEO, "Failed to create RGB to YUYV fragment program.");
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}
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void CreateYuyvToRgbProgram()
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{
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if (g_ActiveConfig.backend_info.bSupportsGLSLBinding)
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{
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const char *FProgram =
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"#version 130\n"
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"#extension GL_ARB_texture_rectangle : enable\n"
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"#extension GL_ARB_shading_language_420pack : enable\n"
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"#extension GL_ARB_explicit_attrib_location : enable\n"
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"layout(binding = 0) uniform sampler2DRect samp0;\n"
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"void main()\n"
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"{\n"
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" vec4 c0 = texture2DRect(samp0, gl_TexCoord[0].xy).rgba;\n"
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const char *FProgram =
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"#version 130\n"
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"#extension GL_ARB_texture_rectangle : enable\n"
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"uniform sampler2DRect samp0;\n"
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"void main()\n"
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"{\n"
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" vec4 c0 = texture2DRect(samp0, gl_TexCoord[0].xy).rgba;\n"
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" float f = step(0.5, fract(gl_TexCoord[0].x));\n"
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" float y = mix(c0.b, c0.r, f);\n"
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" float yComp = 1.164f * (y - 0.0625f);\n"
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" float uComp = c0.g - 0.5f;\n"
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" float vComp = c0.a - 0.5f;\n"
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" float f = step(0.5, fract(gl_TexCoord[0].x));\n"
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" float y = mix(c0.b, c0.r, f);\n"
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" float yComp = 1.164f * (y - 0.0625f);\n"
|
||||
" float uComp = c0.g - 0.5f;\n"
|
||||
" float vComp = c0.a - 0.5f;\n"
|
||||
|
||||
" gl_FragData[0] = vec4(yComp + (1.596f * vComp),\n"
|
||||
" yComp - (0.813f * vComp) - (0.391f * uComp),\n"
|
||||
" yComp + (2.018f * uComp),\n"
|
||||
" 1.0f);\n"
|
||||
"}\n";
|
||||
if (!PixelShaderCache::CompilePixelShader(s_yuyvToRgbProgram, FProgram))
|
||||
ERROR_LOG(VIDEO, "Failed to create YUYV to RGB fragment program.");
|
||||
}
|
||||
else
|
||||
{
|
||||
const char *FProgram =
|
||||
"#version 120\n"
|
||||
"#ifdef GL_ARB_texture_rectangle\n"
|
||||
"#extension GL_ARB_texture_rectangle : require\n"
|
||||
"#endif\n"
|
||||
"uniform sampler2DRect samp0;\n"
|
||||
"void main()\n"
|
||||
"{\n"
|
||||
" vec4 c0 = texture2DRect(samp0, gl_TexCoord[0].xy).rgba;\n"
|
||||
|
||||
" float f = step(0.5, fract(gl_TexCoord[0].x));\n"
|
||||
" float y = mix(c0.b, c0.r, f);\n"
|
||||
" float yComp = 1.164f * (y - 0.0625f);\n"
|
||||
" float uComp = c0.g - 0.5f;\n"
|
||||
" float vComp = c0.a - 0.5f;\n"
|
||||
|
||||
" gl_FragData[0] = vec4(yComp + (1.596f * vComp),\n"
|
||||
" yComp - (0.813f * vComp) - (0.391f * uComp),\n"
|
||||
" yComp + (2.018f * uComp),\n"
|
||||
" 1.0f);\n"
|
||||
"}\n";
|
||||
if (!PixelShaderCache::CompilePixelShader(s_yuyvToRgbProgram, FProgram))
|
||||
ERROR_LOG(VIDEO, "Failed to create YUYV to RGB fragment program.");
|
||||
}
|
||||
" gl_FragData[0] = vec4(yComp + (1.596f * vComp),\n"
|
||||
" yComp - (0.813f * vComp) - (0.391f * uComp),\n"
|
||||
" yComp + (2.018f * uComp),\n"
|
||||
" 1.0f);\n"
|
||||
"}\n";
|
||||
if (!PixelShaderCache::CompilePixelShader(s_yuyvToRgbProgram, FProgram))
|
||||
ERROR_LOG(VIDEO, "Failed to create YUYV to RGB fragment program.");
|
||||
}
|
||||
|
||||
FRAGMENTSHADER &GetOrCreateEncodingShader(u32 format)
|
||||
|
@ -224,8 +224,9 @@ void VertexManager::vFlush()
|
||||
ProgramShaderCache::SetBothShaders(ps->glprogid, vs->glprogid);
|
||||
if (!g_ActiveConfig.backend_info.bSupportsGLSLUBO)
|
||||
{
|
||||
PixelShaderManager::SetConstants(); // Need to set these again, if we don't support UBO
|
||||
// Need to set these again, if we don't support UBO
|
||||
VertexShaderManager::SetConstants();
|
||||
PixelShaderManager::SetConstants();
|
||||
}
|
||||
|
||||
// only update alpha
|
||||
|
Reference in New Issue
Block a user