mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2025-07-21 05:09:34 -06:00
Add support for GL_ARB_shading_language_420pack so we don't have to binding sampler locations. Also add support for GL_ARB_separate_shader_objects which doesn't currently work for some reason....investigating.
This commit is contained in:

committed by
Sonicadvance1

parent
081ad949ce
commit
cf68cc0c61
@ -63,7 +63,6 @@ GLuint PixelShaderCache::GetColorMatrixProgram()
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{
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return s_ColorMatrixProgram.glprogid;
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}
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void PixelShaderCache::Init()
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{
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ShaderEnabled = true;
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@ -79,6 +78,12 @@ void PixelShaderCache::Init()
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pSetPSConstant4fv = SetGLSLPSConstant4fv;
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pSetMultiPSConstant4fv = SetMultiGLSLPSConstant4fv;
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pCompilePixelShader = CompileGLSLPixelShader;
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// Should this be set here?
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if (strstr((const char*)glGetString(GL_EXTENSIONS), "GL_ARB_shading_language_420pack") != NULL)
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g_ActiveConfig.backend_info.bSupportsGLSLBinding = true;
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// This bit doesn't quite work yet, always set to false
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//if (strstr((const char*)glGetString(GL_EXTENSIONS), "GL_ARB_separate_shader_objects") != NULL)
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g_ActiveConfig.backend_info.bSupportsGLSLLocation = false;
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}
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else
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{
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@ -108,56 +113,118 @@ void PixelShaderCache::Init()
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if(g_ActiveConfig.bUseGLSL)
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{
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char pmatrixprog[2048];
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sprintf(pmatrixprog, "#extension GL_ARB_texture_rectangle : enable\n"
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"uniform sampler2DRect samp0;\n"
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"uniform vec4 "I_COLORS"[7];\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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"}\n", C_COLORS+5, C_COLORS+6, C_COLORS, C_COLORS+1, C_COLORS+2, C_COLORS+3, C_COLORS+4);
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if(!pCompilePixelShader(s_ColorMatrixProgram, pmatrixprog))
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if (g_ActiveConfig.backend_info.bSupportsGLSLBinding)
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{
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sprintf(pmatrixprog, "#version 330 compatibility\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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"layout(binding = 0) uniform sampler2DRect samp0;\n"
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"uniform vec4 "I_COLORS"[7];\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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"}\n", C_COLORS+5, C_COLORS+6, C_COLORS, C_COLORS+1, C_COLORS+2, C_COLORS+3, C_COLORS+4);
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}
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else
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{
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sprintf(pmatrixprog, "#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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"uniform vec4 "I_COLORS"[7];\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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"}\n", C_COLORS+5, C_COLORS+6, C_COLORS, C_COLORS+1, C_COLORS+2, C_COLORS+3, C_COLORS+4);
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}
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if (!pCompilePixelShader(s_ColorMatrixProgram, pmatrixprog))
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{
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ERROR_LOG(VIDEO, "Failed to create color matrix fragment program");
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s_ColorMatrixProgram.Destroy();
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}
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sprintf(pmatrixprog, "#extension GL_ARB_texture_rectangle : enable\n"
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"uniform sampler2DRect samp0;\n"
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"uniform vec4 "I_COLORS"[5];\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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"}\n", C_COLORS, C_COLORS+1, C_COLORS+2, C_COLORS+3, C_COLORS+4);
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if(!pCompilePixelShader(s_DepthMatrixProgram, pmatrixprog))
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if (g_ActiveConfig.backend_info.bSupportsGLSLBinding)
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{
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sprintf(pmatrixprog, "#version 330 compatibility\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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"layout(binding = 0) uniform sampler2DRect samp0;\n"
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"uniform vec4 "I_COLORS"[5];\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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"}\n", C_COLORS, C_COLORS+1, C_COLORS+2, C_COLORS+3, C_COLORS+4);
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}
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else
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{
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sprintf(pmatrixprog, "#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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"uniform vec4 "I_COLORS"[5];\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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"}\n", C_COLORS, C_COLORS+1, C_COLORS+2, C_COLORS+3, C_COLORS+4);
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}
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if (!pCompilePixelShader(s_DepthMatrixProgram, pmatrixprog))
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{
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ERROR_LOG(VIDEO, "Failed to create depth matrix fragment program");
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s_DepthMatrixProgram.Destroy();
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@ -398,6 +465,8 @@ bool CompileGLSLPixelShader(FRAGMENTSHADER& ps, const char* pstrprogram)
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}
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void PixelShaderCache::SetPSSampler(const char * name, unsigned int Tex)
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{
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if(g_ActiveConfig.backend_info.bSupportsGLSLBinding)
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return;
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PROGRAMSHADER tmp = ProgramShaderCache::GetShaderProgram();
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for(int a = 0; a < NUM_UNIFORMS; ++a)
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if(!strcmp(name, UniformNames[a]))
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@ -429,6 +498,12 @@ void SetPSConstant4fvByName(const char * name, unsigned int offset, const float
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void SetGLSLPSConstant4f(unsigned int const_number, float f1, float f2, float f3, float f4)
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{
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float f[4] = { f1, f2, f3, f4 };
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if(g_ActiveConfig.backend_info.bSupportsGLSLLocation)
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{
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glUniform4fv(const_number, 1, f);
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return;
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}
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for( unsigned int a = 0; a < 10; ++a)
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{
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if( const_number >= PSVar_Loc[a].reg && const_number < (PSVar_Loc[a].reg + PSVar_Loc[a].size))
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@ -442,6 +517,11 @@ void SetGLSLPSConstant4f(unsigned int const_number, float f1, float f2, float f3
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void SetGLSLPSConstant4fv(unsigned int const_number, const float *f)
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{
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if(g_ActiveConfig.backend_info.bSupportsGLSLLocation)
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{
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glUniform4fv(const_number, 1, f);
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return;
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}
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for( unsigned int a = 0; a < 10; ++a)
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{
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if( const_number >= PSVar_Loc[a].reg && const_number < (PSVar_Loc[a].reg + PSVar_Loc[a].size))
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@ -455,6 +535,11 @@ void SetGLSLPSConstant4fv(unsigned int const_number, const float *f)
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void SetMultiGLSLPSConstant4fv(unsigned int const_number, unsigned int count, const float *f)
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{
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if(g_ActiveConfig.backend_info.bSupportsGLSLLocation)
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{
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glUniform4fv(const_number, count, f);
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return;
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}
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for( unsigned int a = 0; a < 10; ++a)
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{
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if( const_number >= PSVar_Loc[a].reg && const_number < (PSVar_Loc[a].reg + PSVar_Loc[a].size))
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