This lets us see stuff with GLSL shaders. Just need to take care of some compile errors now.
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@ -66,7 +66,6 @@ GLuint PixelShaderCache::GetColorMatrixProgram()
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void PixelShaderCache::Init()
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void PixelShaderCache::Init()
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{
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{
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glEnable(GL_FRAGMENT_PROGRAM_ARB);
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ShaderEnabled = true;
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ShaderEnabled = true;
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CurrentShader = 0;
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CurrentShader = 0;
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last_entry = NULL;
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last_entry = NULL;
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@ -87,6 +86,7 @@ void PixelShaderCache::Init()
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pSetPSConstant4fv = SetCGPSConstant4fv;
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pSetPSConstant4fv = SetCGPSConstant4fv;
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pSetMultiPSConstant4fv = SetMultiCGPSConstant4fv;
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pSetMultiPSConstant4fv = SetMultiCGPSConstant4fv;
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pCompilePixelShader = CompileCGPixelShader;
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pCompilePixelShader = CompileCGPixelShader;
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glEnable(GL_FRAGMENT_PROGRAM_ARB);
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}
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}
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glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_ALU_INSTRUCTIONS_ARB, (GLint *)&s_nMaxPixelInstructions);
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glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_ALU_INSTRUCTIONS_ARB, (GLint *)&s_nMaxPixelInstructions);
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@ -55,7 +55,6 @@ bool (*pCompileVertexShader)(VERTEXSHADER&, const char*);
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void VertexShaderCache::Init()
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void VertexShaderCache::Init()
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{
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{
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glEnable(GL_VERTEX_PROGRAM_ARB);
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ShaderEnabled = true;
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ShaderEnabled = true;
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CurrentShader = 0;
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CurrentShader = 0;
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last_entry = NULL;
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last_entry = NULL;
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@ -75,6 +74,7 @@ void VertexShaderCache::Init()
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pSetMultiVSConstant4fv = SetMultiCGVSConstant4fv;
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pSetMultiVSConstant4fv = SetMultiCGVSConstant4fv;
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pSetMultiVSConstant3fv = SetMultiCGVSConstant3fv;
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pSetMultiVSConstant3fv = SetMultiCGVSConstant3fv;
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pCompileVertexShader = CompileCGVertexShader;
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pCompileVertexShader = CompileCGVertexShader;
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glEnable(GL_VERTEX_PROGRAM_ARB);
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}
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}
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glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, (GLint *)&s_nMaxVertexInstructions);
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glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, (GLint *)&s_nMaxVertexInstructions);
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