Support Sampler binding in the shader.

In the cases where we support the binding layout keyword, use it for more than binding UBO location.
This changes it so it is supported for samplers as well.

Instances when this is enabled is if a device supports GL_ARB_shading_language_420pack, or if it supports GLES 3.10.
This commit is contained in:
Ryan Houdek
2014-06-07 00:29:21 -05:00
parent b9dc69105d
commit bc9ef95643
51 changed files with 76 additions and 75 deletions

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@ -1,4 +1,4 @@
uniform sampler2D samp9;
SAMPLER_BINDING(9) uniform sampler2D samp9;
out vec4 ocol0;
in vec2 uv0;

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@ -1,4 +1,4 @@
uniform sampler2D samp9;
SAMPLER_BINDING(9) uniform sampler2D samp9;
out vec4 ocol0;
in vec2 uv0;

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@ -12,7 +12,7 @@
// 0. You just DO WHAT THE FUCK YOU WANT TO.
uniform sampler2D samp9;
SAMPLER_BINDING(9) uniform sampler2D samp9;
out vec4 ocol0;
in vec2 uv0;

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@ -1,5 +1,5 @@
//dummy shader:
uniform sampler2D samp9;
SAMPLER_BINDING(9) uniform sampler2D samp9;
out vec4 ocol0;
in vec2 uv0;
@ -15,4 +15,4 @@ For best results, turn Wordwrap formatting on...
The shaders shown in the dropdown box in the video plugin configuration window are kept in the directory named User/Data/Shaders. They are linked in to the dolphin source from the repository at <http://dolphin-shaders-database.googlecode.com/svn/trunk/>. See <http://code.google.com/p/dolphin-shaders-database/wiki/Documentation> for more details on the way shaders work.
This file will hopefully hold more content in future...
*/
*/

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@ -1,4 +1,4 @@
uniform sampler2D samp9;
SAMPLER_BINDING(9) uniform sampler2D samp9;
out vec4 ocol0;
in vec2 uv0;

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@ -1,4 +1,4 @@
uniform sampler2D samp9;
SAMPLER_BINDING(9) uniform sampler2D samp9;
out vec4 ocol0;
in vec2 uv0;

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@ -1,4 +1,4 @@
uniform sampler2D samp9;
SAMPLER_BINDING(9) uniform sampler2D samp9;
out vec4 ocol0;
in vec2 uv0;

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@ -1,6 +1,6 @@
// textures
uniform sampler2D samp8;
uniform sampler2D samp9;
SAMPLER_BINDING(8) uniform sampler2D samp8;
SAMPLER_BINDING(9) uniform sampler2D samp9;
const int char_width = 8;
const int char_height = 13;

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@ -1,4 +1,4 @@
uniform sampler2D samp9;
SAMPLER_BINDING(9) uniform sampler2D samp9;
out vec4 ocol0;
in vec2 uv0;

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@ -1,4 +1,4 @@
uniform sampler2D samp9;
SAMPLER_BINDING(9) uniform sampler2D samp9;
out vec4 ocol0;
in vec2 uv0;

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@ -1,4 +1,4 @@
uniform sampler2D samp9;
SAMPLER_BINDING(9) uniform sampler2D samp9;
out vec4 ocol0;
in vec2 uv0;

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@ -1,4 +1,4 @@
uniform sampler2D samp9;
SAMPLER_BINDING(9) uniform sampler2D samp9;
out vec4 ocol0;
in vec2 uv0;

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@ -1,4 +1,4 @@
uniform sampler2D samp9;
SAMPLER_BINDING(9) uniform sampler2D samp9;
out vec4 ocol0;
in vec2 uv0;

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@ -1,4 +1,4 @@
uniform sampler2D samp9;
SAMPLER_BINDING(9) uniform sampler2D samp9;
out vec4 ocol0;
in vec2 uv0;

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@ -1,4 +1,4 @@
uniform sampler2D samp9;
SAMPLER_BINDING(9) uniform sampler2D samp9;
out vec4 ocol0;
in vec2 uv0;

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@ -1,4 +1,4 @@
uniform sampler2D samp9;
SAMPLER_BINDING(9) uniform sampler2D samp9;
out vec4 ocol0;
in vec2 uv0;

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@ -1,4 +1,4 @@
uniform sampler2D samp9;
SAMPLER_BINDING(9) uniform sampler2D samp9;
out vec4 ocol0;
in vec2 uv0;

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@ -1,4 +1,4 @@
uniform sampler2D samp9;
SAMPLER_BINDING(9) uniform sampler2D samp9;
out vec4 ocol0;
in vec2 uv0;

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@ -1,4 +1,4 @@
uniform sampler2D samp9;
SAMPLER_BINDING(9) uniform sampler2D samp9;
out vec4 ocol0;
in vec2 uv0;

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@ -1,4 +1,4 @@
uniform sampler2D samp9;
SAMPLER_BINDING(9) uniform sampler2D samp9;
out vec4 ocol0;
in vec2 uv0;

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@ -1,4 +1,4 @@
uniform sampler2D samp9;
SAMPLER_BINDING(9) uniform sampler2D samp9;
out vec4 ocol0;
in vec2 uv0;

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@ -1,4 +1,4 @@
uniform sampler2D samp9;
SAMPLER_BINDING(9) uniform sampler2D samp9;
out vec4 ocol0;
in vec2 uv0;

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@ -1,4 +1,4 @@
uniform sampler2D samp9;
SAMPLER_BINDING(9) uniform sampler2D samp9;
out vec4 ocol0;
in vec2 uv0;

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@ -1,4 +1,4 @@
uniform sampler2D samp9;
SAMPLER_BINDING(9) uniform sampler2D samp9;
out vec4 ocol0;
in vec2 uv0;

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@ -1,4 +1,4 @@
uniform sampler2D samp9;
SAMPLER_BINDING(9) uniform sampler2D samp9;
out vec4 ocol0;
in vec2 uv0;

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@ -1,4 +1,4 @@
uniform sampler2D samp9;
SAMPLER_BINDING(9) uniform sampler2D samp9;
out vec4 ocol0;
in vec2 uv0;

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@ -1,4 +1,4 @@
uniform sampler2D samp9;
SAMPLER_BINDING(9) uniform sampler2D samp9;
out vec4 ocol0;
in vec2 uv0;

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@ -1,4 +1,4 @@
uniform sampler2D samp9;
SAMPLER_BINDING(9) uniform sampler2D samp9;
out vec4 ocol0;
in vec2 uv0;

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@ -1,4 +1,4 @@
uniform sampler2D samp9;
SAMPLER_BINDING(9) uniform sampler2D samp9;
out vec4 ocol0;
in vec2 uv0;

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@ -1,4 +1,4 @@
uniform sampler2D samp9;
SAMPLER_BINDING(9) uniform sampler2D samp9;
out vec4 ocol0;
in vec2 uv0;

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@ -1,4 +1,4 @@
uniform sampler2D samp9;
SAMPLER_BINDING(9) uniform sampler2D samp9;
out vec4 ocol0;
in vec2 uv0;

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@ -1,4 +1,4 @@
uniform sampler2D samp9;
SAMPLER_BINDING(9) uniform sampler2D samp9;
out vec4 ocol0;
in vec2 uv0;

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@ -1,4 +1,4 @@
uniform sampler2D samp9;
SAMPLER_BINDING(9) uniform sampler2D samp9;
out vec4 ocol0;
in vec2 uv0;

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@ -1,4 +1,4 @@
uniform sampler2D samp9;
SAMPLER_BINDING(9) uniform sampler2D samp9;
out vec4 ocol0;
in vec2 uv0;

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@ -1,4 +1,4 @@
uniform sampler2D samp9;
SAMPLER_BINDING(9) uniform sampler2D samp9;
out vec4 ocol0;
in vec2 uv0;

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@ -1,7 +1,7 @@
// Omega's 3D Stereoscopic filtering
// TODO: Need depth info!
uniform sampler2D samp9;
SAMPLER_BINDING(9) uniform sampler2D samp9;
out vec4 ocol0;
in vec2 uv0;

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@ -1,7 +1,7 @@
// Omega's 3D Stereoscopic filtering (Amber/Blue)
// TODO: Need depth info!
uniform sampler2D samp9;
SAMPLER_BINDING(9) uniform sampler2D samp9;
out vec4 ocol0;
in vec2 uv0;

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@ -1,4 +1,4 @@
uniform sampler2D samp9;
SAMPLER_BINDING(9) uniform sampler2D samp9;
out vec4 ocol0;
in vec2 uv0;

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@ -1,4 +1,4 @@
uniform sampler2D samp9;
SAMPLER_BINDING(9) uniform sampler2D samp9;
out vec4 ocol0;
in vec2 uv0;

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@ -1,4 +1,4 @@
uniform sampler2D samp9;
SAMPLER_BINDING(9) uniform sampler2D samp9;
out vec4 ocol0;
in vec2 uv0;

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@ -1,4 +1,4 @@
uniform sampler2D samp9;
SAMPLER_BINDING(9) uniform sampler2D samp9;
out vec4 ocol0;
in vec2 uv0;

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@ -1,4 +1,4 @@
uniform sampler2D samp9;
SAMPLER_BINDING(9) uniform sampler2D samp9;
out vec4 ocol0;
in vec2 uv0;

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@ -1,4 +1,4 @@
uniform sampler2D samp9;
SAMPLER_BINDING(9) uniform sampler2D samp9;
out vec4 ocol0;
in vec2 uv0;

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@ -1,4 +1,4 @@
uniform sampler2D samp9;
SAMPLER_BINDING(9) uniform sampler2D samp9;
out vec4 ocol0;
in vec2 uv0;