Support Dual Source Blending in OGL plugin with GLSL.
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@ -676,9 +676,17 @@ const char *GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType
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// GLSL doesn't do main arguments
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// Once we switch to GLSL 1.3 we will bind a lot of these.
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WRITE(p, " float4 ocol0;\n");
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if(dstAlphaMode == DSTALPHA_DUAL_SOURCE_BLEND)
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WRITE(p, " float4 ocol1;\n"); // Will be supported later
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{
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// This won't get hit unless we support GL 3.3
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WRITE(p, " layout(location = 0) out float4 ocol0;\n");
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WRITE(p, " layout(location = 0, index = 1) out float4 ocol1;\n"); // Will be supported later
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}
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else
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{
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WRITE(p, " float4 ocol0;\n");
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}
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if(DepthTextureEnable)
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WRITE(p, " float depth;\n"); // TODO: Passed to Vertex Shader right?
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WRITE(p, " float4 rawpos = gl_FragCoord;\n");
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@ -721,7 +729,7 @@ const char *GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType
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// alpha test will always fail, so restart the shader and just make it an empty function
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WRITE(p, "ocol0 = float4(0);\n");
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WRITE(p, "discard;\n");
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if(ApiType == API_GLSL)
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if(ApiType == API_GLSL && dstAlphaMode != DSTALPHA_DUAL_SOURCE_BLEND)
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WRITE(p, "gl_FragData[0] = ocol0;\n");
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if(ApiType != API_D3D11)
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WRITE(p, "return;\n");
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@ -833,6 +841,7 @@ const char *GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType
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if(ApiType == API_GLSL)
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{
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// Once we switch to GLSL 1.3 and bind variables, we won't need to do this
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if (dstAlphaMode != DSTALPHA_DUAL_SOURCE_BLEND)
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WRITE(p, "gl_FragData[0] = ocol0;\n");
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if(DepthTextureEnable)
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WRITE(p, "gl_FragDepth = depth;\n");
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@ -892,7 +901,7 @@ const char *GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType
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{
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if(DepthTextureEnable)
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WRITE(p, "gl_FragDepth = depth;\n");
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if (dstAlphaMode != DSTALPHA_DUAL_SOURCE_BLEND)
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WRITE(p, "gl_FragData[0] = ocol0;\n");
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}
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}
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@ -177,8 +177,8 @@ void VertexManager::vFlush()
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bool useDstAlpha = !g_ActiveConfig.bDstAlphaPass && bpmem.dstalpha.enable && bpmem.blendmode.alphaupdate
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&& bpmem.zcontrol.pixel_format == PIXELFMT_RGBA6_Z24;
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#ifdef USE_DUAL_SOURCE_BLEND
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bool dualSourcePossible = GLEW_ARB_blend_func_extended;
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// Makes sure we can actually do Dual source blending
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bool dualSourcePossible = g_ActiveConfig.bUseGLSL && g_ActiveConfig.backend_info.bSupportsGLSLBinding;
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// finally bind
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FRAGMENTSHADER* ps;
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@ -201,10 +201,6 @@ void VertexManager::vFlush()
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{
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ps = PixelShaderCache::SetShader(DSTALPHA_NONE,g_nativeVertexFmt->m_components);
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}
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#else
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bool dualSourcePossible = false;
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FRAGMENTSHADER* ps = PixelShaderCache::SetShader(DSTALPHA_NONE,g_nativeVertexFmt->m_components);
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#endif
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VERTEXSHADER* vs = VertexShaderCache::SetShader(g_nativeVertexFmt->m_components);
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if(g_ActiveConfig.bUseGLSL)
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