Almost there.
This commit is contained in:
parent
164b56ff73
commit
33c24f0a15
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@ -1263,7 +1263,7 @@ static bool WriteAlphaTest(char *&p, API_TYPE ApiType,DSTALPHA_MODE dstAlphaMode
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compindex = bpmem.alphaFunc.comp1 % 8;
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WRITE(p, tevAlphaFuncsTable[compindex],alphaRef[1]);//lookup the second component from the alpha function table
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WRITE(p, ")){ocol0 = 0;%s%s discard;%s}\n",
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WRITE(p, ")){ocol0 = float4(0.0);%s%s discard;%s}\n",
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dstAlphaMode == DSTALPHA_DUAL_SOURCE_BLEND ? "ocol1 = 0;" : "",
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DepthTextureEnable ? "depth = 1.f;" : "",
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(ApiType != API_D3D11) ? "return;" : "");
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@ -291,7 +291,7 @@ const char *GenerateVertexShaderCode(u32 components, API_TYPE ApiType)
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}
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else
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{
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WRITE(p, "int posmtx = fposmtx;\n");
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WRITE(p, "int posmtx = int(fposmtx);\n");
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}
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WRITE(p, "float4 pos = float4(dot("I_TRANSFORMMATRICES"[posmtx], rawpos), dot("I_TRANSFORMMATRICES"[posmtx+1], rawpos), dot("I_TRANSFORMMATRICES"[posmtx+2], rawpos), 1);\n");
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@ -38,8 +38,8 @@ namespace OGL
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{
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static int s_nMaxPixelInstructions;
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static GLuint s_ColorMatrixProgram = 0;
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static GLuint s_DepthMatrixProgram = 0;
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static FRAGMENTSHADER s_ColorMatrixProgram;
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static FRAGMENTSHADER s_DepthMatrixProgram;
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PixelShaderCache::PSCache PixelShaderCache::PixelShaders;
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PIXELSHADERUID PixelShaderCache::s_curuid;
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bool PixelShaderCache::s_displayCompileAlert;
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@ -56,12 +56,12 @@ bool (*pCompilePixelShader)(FRAGMENTSHADER&, const char*);
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GLuint PixelShaderCache::GetDepthMatrixProgram()
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{
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return s_DepthMatrixProgram;
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return s_DepthMatrixProgram.glprogid;
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}
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GLuint PixelShaderCache::GetColorMatrixProgram()
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{
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return s_ColorMatrixProgram;
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return s_ColorMatrixProgram.glprogid;
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}
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void PixelShaderCache::Init()
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@ -105,98 +105,154 @@ void PixelShaderCache::Init()
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glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, (GLint *)&maxinst);
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glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_ATTRIBS_ARB, (GLint *)&maxattribs);
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INFO_LOG(VIDEO, "pixel max_alu=%d, max_inst=%d, max_attrib=%d", s_nMaxPixelInstructions, maxinst, maxattribs);
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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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{
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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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{
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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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}
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}
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else
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{
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char pmatrixprog[2048];
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sprintf(pmatrixprog, "!!ARBfp1.0"
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"TEMP R0;\n"
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"TEMP R1;\n"
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"PARAM K0 = { 0.5, 0.5, 0.5, 0.5};\n"
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"TEX R0, fragment.texcoord[0], texture[0], RECT;\n"
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"MUL R0, R0, program.env[%d];\n"
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"ADD R0, R0, K0;\n"
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"FLR R0, R0;\n"
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"MUL R0, R0, program.env[%d];\n"
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"DP4 R1.x, R0, program.env[%d];\n"
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"DP4 R1.y, R0, program.env[%d];\n"
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"DP4 R1.z, R0, program.env[%d];\n"
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"DP4 R1.w, R0, program.env[%d];\n"
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"ADD result.color, R1, program.env[%d];\n"
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"END\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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glGenProgramsARB(1, &s_ColorMatrixProgram.glprogid);
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SetCurrentShader(s_ColorMatrixProgram.glprogid);
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glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, (GLsizei)strlen(pmatrixprog), pmatrixprog);
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char pmatrixprog[2048];
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sprintf(pmatrixprog, "!!ARBfp1.0"
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"TEMP R0;\n"
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"TEMP R1;\n"
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"PARAM K0 = { 0.5, 0.5, 0.5, 0.5};\n"
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"TEX R0, fragment.texcoord[0], texture[0], RECT;\n"
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"MUL R0, R0, program.env[%d];\n"
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"ADD R0, R0, K0;\n"
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"FLR R0, R0;\n"
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"MUL R0, R0, program.env[%d];\n"
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"DP4 R1.x, R0, program.env[%d];\n"
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"DP4 R1.y, R0, program.env[%d];\n"
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"DP4 R1.z, R0, program.env[%d];\n"
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"DP4 R1.w, R0, program.env[%d];\n"
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"ADD result.color, R1, program.env[%d];\n"
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"END\n",C_COLORMATRIX+5,C_COLORMATRIX+6, C_COLORMATRIX, C_COLORMATRIX+1, C_COLORMATRIX+2, C_COLORMATRIX+3, C_COLORMATRIX+4);
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glGenProgramsARB(1, &s_ColorMatrixProgram);
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SetCurrentShader(s_ColorMatrixProgram);
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glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, (GLsizei)strlen(pmatrixprog), pmatrixprog);
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GLenum err = GL_REPORT_ERROR();
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if (err != GL_NO_ERROR) {
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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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GLenum err = GL_REPORT_ERROR();
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if (err != GL_NO_ERROR) {
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ERROR_LOG(VIDEO, "Failed to create color matrix fragment program");
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glDeleteProgramsARB(1, &s_ColorMatrixProgram);
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s_ColorMatrixProgram = 0;
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}
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sprintf(pmatrixprog, "!!ARBfp1.0\n"
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"TEMP R0;\n"
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"TEMP R1;\n"
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"TEMP R2;\n"
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//16777215/16777216*256, 1/255, 256, 0
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"PARAM K0 = { 255.99998474121, 0.003921568627451, 256.0, 0.0};\n"
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"PARAM K1 = { 15.0, 0.066666666666, 0.0, 0.0};\n"
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//sample the depth value
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"TEX R2, fragment.texcoord[0], texture[0], RECT;\n"
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sprintf(pmatrixprog, "!!ARBfp1.0\n"
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"TEMP R0;\n"
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"TEMP R1;\n"
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"TEMP R2;\n"
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//16777215/16777216*256, 1/255, 256, 0
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"PARAM K0 = { 255.99998474121, 0.003921568627451, 256.0, 0.0};\n"
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"PARAM K1 = { 15.0, 0.066666666666, 0.0, 0.0};\n"
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//sample the depth value
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"TEX R2, fragment.texcoord[0], texture[0], RECT;\n"
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//scale from [0*16777216..1*16777216] to
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//[0*16777215..1*16777215], multiply by 256
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"MUL R0, R2.x, K0.x;\n" // *16777215/16777216*256
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//scale from [0*16777216..1*16777216] to
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//[0*16777215..1*16777215], multiply by 256
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"MUL R0, R2.x, K0.x;\n" // *16777215/16777216*256
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//It is easy to get bad results due to low precision
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//here, for example converting like this:
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//MUL R0,R0,{ 65536, 256, 1, 16777216 }
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//FRC R0,R0
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//gives {?, 128/255, 254/255, ?} for depth value 254/255
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//on some gpus
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//It is easy to get bad results due to low precision
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//here, for example converting like this:
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//MUL R0,R0,{ 65536, 256, 1, 16777216 }
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//FRC R0,R0
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//gives {?, 128/255, 254/255, ?} for depth value 254/255
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//on some gpus
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"FLR R0.x,R0;\n" //bits 31..24
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"FLR R0.x,R0;\n" //bits 31..24
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"SUB R0.yzw,R0,R0.x;\n" //subtract bits 31..24 from rest
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"MUL R0.yzw,R0,K0.z;\n" // *256
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"FLR R0.y,R0;\n" //bits 23..16
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"SUB R0.yzw,R0,R0.x;\n" //subtract bits 31..24 from rest
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"MUL R0.yzw,R0,K0.z;\n" // *256
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"FLR R0.y,R0;\n" //bits 23..16
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"SUB R0.zw,R0,R0.y;\n" //subtract bits 23..16 from rest
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"MUL R0.zw,R0,K0.z;\n" // *256
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"FLR R0.z,R0;\n" //bits 15..8
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"SUB R0.zw,R0,R0.y;\n" //subtract bits 23..16 from rest
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"MUL R0.zw,R0,K0.z;\n" // *256
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"FLR R0.z,R0;\n" //bits 15..8
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"MOV R0.w,R0.x;\n" //duplicate bit 31..24
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"MOV R0.w,R0.x;\n" //duplicate bit 31..24
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"MUL R0,R0,K0.y;\n" // /255
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"MUL R0,R0,K0.y;\n" // /255
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"MUL R0.w,R0,K1.x;\n" // *15
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"FLR R0.w,R0;\n" //bits 31..28
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"MUL R0.w,R0,K1.y;\n" // /15
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"MUL R0.w,R0,K1.x;\n" // *15
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"FLR R0.w,R0;\n" //bits 31..28
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"MUL R0.w,R0,K1.y;\n" // /15
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"DP4 R1.x, R0, program.env[%d];\n"
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"DP4 R1.y, R0, program.env[%d];\n"
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"DP4 R1.z, R0, program.env[%d];\n"
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"DP4 R1.w, R0, program.env[%d];\n"
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"ADD result.color, R1, program.env[%d];\n"
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"END\n", C_COLORS, C_COLORS+1, C_COLORS+2, C_COLORS+3, C_COLORS+4);
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glGenProgramsARB(1, &s_DepthMatrixProgram.glprogid);
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SetCurrentShader(s_DepthMatrixProgram.glprogid);
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glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, (GLsizei)strlen(pmatrixprog), pmatrixprog);
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"DP4 R1.x, R0, program.env[%d];\n"
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"DP4 R1.y, R0, program.env[%d];\n"
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"DP4 R1.z, R0, program.env[%d];\n"
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"DP4 R1.w, R0, program.env[%d];\n"
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"ADD result.color, R1, program.env[%d];\n"
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"END\n", C_COLORMATRIX, C_COLORMATRIX+1, C_COLORMATRIX+2, C_COLORMATRIX+3, C_COLORMATRIX+4);
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glGenProgramsARB(1, &s_DepthMatrixProgram);
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SetCurrentShader(s_DepthMatrixProgram);
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glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, (GLsizei)strlen(pmatrixprog), pmatrixprog);
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err = GL_REPORT_ERROR();
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if (err != GL_NO_ERROR) {
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ERROR_LOG(VIDEO, "Failed to create depth matrix fragment program");
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glDeleteProgramsARB(1, &s_DepthMatrixProgram);
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s_DepthMatrixProgram = 0;
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}
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err = GL_REPORT_ERROR();
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if (err != GL_NO_ERROR) {
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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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}
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}
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}
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void PixelShaderCache::Shutdown()
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{
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glDeleteProgramsARB(1, &s_ColorMatrixProgram);
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s_ColorMatrixProgram = 0;
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glDeleteProgramsARB(1, &s_DepthMatrixProgram);
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s_DepthMatrixProgram = 0;
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s_ColorMatrixProgram.Destroy();
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s_DepthMatrixProgram.Destroy();
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PSCache::iterator iter = PixelShaders.begin();
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for (; iter != PixelShaders.end(); iter++)
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iter->second.Destroy();
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@ -235,7 +291,6 @@ FRAGMENTSHADER* PixelShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 comp
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// Make an entry in the table
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PSCacheEntry& newentry = PixelShaders[uid];
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last_entry = &newentry;
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newentry.shader.bGLSL = g_ActiveConfig.bUseGLSL;
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const char *code = GeneratePixelShaderCode(dstAlphaMode, g_ActiveConfig.bUseGLSL ? API_GLSL : API_OPENGL, components);
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if (g_ActiveConfig.bEnableShaderDebugging && code)
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@ -320,7 +375,6 @@ bool CompileGLSLPixelShader(FRAGMENTSHADER& ps, const char* pstrprogram)
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FILE *fp = fopen(szTemp, "wb");
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fwrite(pstrprogram, strlen(pstrprogram), 1, fp);
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fclose(fp);
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if(strstr(infoLog, "warning") != NULL || strstr(infoLog, "error") != NULL)
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exit(0);
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delete[] infoLog;
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@ -339,6 +393,7 @@ bool CompileGLSLPixelShader(FRAGMENTSHADER& ps, const char* pstrprogram)
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(void)GL_REPORT_ERROR();
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ps.glprogid = result;
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ps.bGLSL = true;
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return true;
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}
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void PixelShaderCache::SetPSSampler(const char * name, unsigned int Tex)
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@ -462,6 +517,7 @@ bool CompileCGPixelShader(FRAGMENTSHADER& ps, const char* pstrprogram)
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}
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glGenProgramsARB(1, &ps.glprogid);
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ps.bGLSL = false;
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PixelShaderCache::SetCurrentShader(ps.glprogid);
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glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, (GLsizei)strlen(pcompiledprog), pcompiledprog);
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@ -42,6 +42,7 @@
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#include "ImageWrite.h"
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#include "MemoryUtil.h"
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#include "PixelShaderCache.h"
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#include "ProgramShaderCache.h"
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#include "PixelShaderManager.h"
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#include "Render.h"
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#include "Statistics.h"
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@ -296,7 +297,13 @@ void TextureCache::TCacheEntry::FromRenderTarget(u32 dstAddr, unsigned int dstFo
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glViewport(0, 0, virtualW, virtualH);
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PixelShaderCache::SetCurrentShader((srcFormat == PIXELFMT_Z24) ? PixelShaderCache::GetDepthMatrixProgram() : PixelShaderCache::GetColorMatrixProgram());
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if(g_ActiveConfig.bUseGLSL)
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{
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ProgramShaderCache::SetBothShaders((srcFormat == PIXELFMT_Z24) ? PixelShaderCache::GetDepthMatrixProgram() : PixelShaderCache::GetColorMatrixProgram(), 0);
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PixelShaderCache::SetPSSampler("samp0", 0);
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}
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else
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PixelShaderCache::SetCurrentShader((srcFormat == PIXELFMT_Z24) ? PixelShaderCache::GetDepthMatrixProgram() : PixelShaderCache::GetColorMatrixProgram());
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PixelShaderManager::SetColorMatrix(colmat); // set transformation
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GL_REPORT_ERRORD();
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@ -129,9 +129,6 @@ void VertexManager::vFlush()
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//glBufferData(GL_ARRAY_BUFFER, s_pCurBufferPointer - LocalVBuffer, LocalVBuffer, GL_STREAM_DRAW);
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GL_REPORT_ERRORD();
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// setup the pointers
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if (g_nativeVertexFmt)
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g_nativeVertexFmt->SetupVertexPointers();
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GL_REPORT_ERRORD();
|
||||
|
||||
u32 usedtextures = 0;
|
||||
|
@ -221,6 +218,21 @@ void VertexManager::vFlush()
|
|||
// set global constants
|
||||
VertexShaderManager::SetConstants();
|
||||
PixelShaderManager::SetConstants();
|
||||
|
||||
// setup the pointers
|
||||
if (g_nativeVertexFmt)
|
||||
g_nativeVertexFmt->SetupVertexPointers();
|
||||
GL_REPORT_ERRORD();
|
||||
if(g_ActiveConfig.bUseGLSL)
|
||||
for (int i = 0; i < 8; i++)
|
||||
{
|
||||
if (usedtextures & (1 << i))
|
||||
{
|
||||
char tmp[16];
|
||||
sprintf(tmp, "samp%d", i); // Bake this in to something so we don't have to sprintf?
|
||||
PixelShaderCache::SetPSSampler(tmp, i);
|
||||
}
|
||||
}
|
||||
|
||||
Draw();
|
||||
|
||||
|
@ -232,6 +244,17 @@ void VertexManager::vFlush()
|
|||
{
|
||||
ProgramShaderCache::SetBothShaders(ps->glprogid, 0);
|
||||
PixelShaderManager::SetConstants(); // Need to set these again
|
||||
if (g_nativeVertexFmt)
|
||||
g_nativeVertexFmt->SetupVertexPointers();
|
||||
for (int i = 0; i < 8; i++)
|
||||
{
|
||||
if (usedtextures & (1 << i))
|
||||
{
|
||||
char tmp[16];
|
||||
sprintf(tmp, "samp%d", i); // Bake this in to something so we don't have to sprintf?
|
||||
PixelShaderCache::SetPSSampler(tmp, i);
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
if (ps) PixelShaderCache::SetCurrentShader(ps->glprogid);
|
||||
|
|
|
@ -125,7 +125,6 @@ VERTEXSHADER* VertexShaderCache::SetShader(u32 components)
|
|||
// Make an entry in the table
|
||||
VSCacheEntry& entry = vshaders[uid];
|
||||
last_entry = &entry;
|
||||
entry.shader.bGLSL = g_ActiveConfig.bUseGLSL;
|
||||
const char *code = GenerateVertexShaderCode(components, g_ActiveConfig.bUseGLSL ? API_GLSL : API_OPENGL);
|
||||
GetSafeVertexShaderId(&entry.safe_uid, components);
|
||||
|
||||
|
@ -223,6 +222,7 @@ bool CompileGLSLVertexShader(VERTEXSHADER& vs, const char* pstrprogram)
|
|||
|
||||
(void)GL_REPORT_ERROR();
|
||||
vs.glprogid = result;
|
||||
vs.bGLSL = true;
|
||||
return true;
|
||||
}
|
||||
void SetVSConstant4fvByName(const char * name, unsigned int offset, const float *f, const unsigned int count = 1)
|
||||
|
@ -352,6 +352,7 @@ bool CompileCGVertexShader(VERTEXSHADER& vs, const char* pstrprogram)
|
|||
plocal = strstr(plocal + 13, "program.local");
|
||||
}
|
||||
glGenProgramsARB(1, &vs.glprogid);
|
||||
vs.bGLSL = false;
|
||||
VertexShaderCache::SetCurrentShader(vs.glprogid);
|
||||
|
||||
glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, (GLsizei)strlen(pcompiledprog), pcompiledprog);
|
||||
|
|
Loading…
Reference in New Issue