Support Dual Source Blending in OGL plugin with GLSL.

This commit is contained in:
Ryan Houdek
2011-12-08 05:09:48 -06:00
committed by Sonicadvance1
parent eff019442f
commit d83ead5914
2 changed files with 19 additions and 14 deletions

View File

@ -685,10 +685,18 @@ const char *GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType
{
// GLSL doesn't do main arguments
// Once we switch to GLSL 1.3 we will bind a lot of these.
WRITE(p, " float4 ocol0;\n");
if(dstAlphaMode == DSTALPHA_DUAL_SOURCE_BLEND)
WRITE(p, " float4 ocol1;\n"); // Will be supported later
{
// This won't get hit unless we support GL 3.3
WRITE(p, " layout(location = 0) out float4 ocol0;\n");
WRITE(p, " layout(location = 0, index = 1) out float4 ocol1;\n"); // Will be supported later
}
else
{
WRITE(p, " float4 ocol0;\n");
}
if(DepthTextureEnable)
WRITE(p, " float depth;\n"); // TODO: Passed to Vertex Shader right?
WRITE(p, " float4 rawpos = gl_FragCoord;\n");
@ -730,12 +738,12 @@ const char *GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType
{
// alpha test will always fail, so restart the shader and just make it an empty function
WRITE(p, "ocol0 = 0;\n");
WRITE(p, "ocol0 = float(0.0);\n");
if(DepthTextureEnable)
WRITE(p, "depth = 1.f;\n");
if(dstAlphaMode == DSTALPHA_DUAL_SOURCE_BLEND)
WRITE(p, "ocol1 = 0;\n");
if(ApiType == API_GLSL)
if(ApiType == API_GLSL && dstAlphaMode != DSTALPHA_DUAL_SOURCE_BLEND)
WRITE(p, "gl_FragData[0] = ocol0;\n");
if(ApiType != API_D3D11)
WRITE(p, "return;\n");
@ -871,7 +879,8 @@ const char *GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType
if(ApiType == API_GLSL)
{
// Once we switch to GLSL 1.3 and bind variables, we won't need to do this
WRITE(p, "gl_FragData[0] = ocol0;\n");
if (dstAlphaMode != DSTALPHA_DUAL_SOURCE_BLEND)
WRITE(p, "gl_FragData[0] = ocol0;\n");
if(DepthTextureEnable)
WRITE(p, "gl_FragDepth = depth;\n");
if(dstAlphaMode == DSTALPHA_DUAL_SOURCE_BLEND)
@ -927,8 +936,8 @@ const char *GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType
{
if(DepthTextureEnable)
WRITE(p, "gl_FragDepth = depth;\n");
WRITE(p, "gl_FragData[0] = ocol0;\n");
if (dstAlphaMode != DSTALPHA_DUAL_SOURCE_BLEND)
WRITE(p, "gl_FragData[0] = ocol0;\n");
}
}