Cosmetics.
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@ -36,7 +36,8 @@ static char s_vertex_shader[] =
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" uv0 = rawpos * src_rect.zw + src_rect.xy;\n"
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"}\n";
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OpenGLPostProcessing::OpenGLPostProcessing() : m_initialized(false)
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OpenGLPostProcessing::OpenGLPostProcessing()
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: m_initialized(false)
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{
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CreateHeader();
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@ -468,7 +468,7 @@ Renderer::Renderer()
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glClearDepthf = ClearDepthf;
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}
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if (!(GLExtensions::Version() >= 320))
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if (GLExtensions::Version() < 320)
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{
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glFramebufferTexture = FramebufferTexture;
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}
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@ -9,6 +9,7 @@ set(SRCS BoundingBox.cpp
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Fifo.cpp
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FPSCounter.cpp
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FramebufferManagerBase.cpp
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GeometryShaderGen.cpp
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HiresTextures.cpp
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ImageWrite.cpp
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IndexGenerator.cpp
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@ -38,8 +39,7 @@ set(SRCS BoundingBox.cpp
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VideoConfig.cpp
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VideoState.cpp
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XFMemory.cpp
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XFStructs.cpp
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GeometryShaderGen.cpp)
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XFStructs.cpp)
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set(LIBS core png)
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if(_M_X86)
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@ -70,23 +70,30 @@ static inline void GenerateGeometryShader(T& out, u32 components, API_TYPE ApiTy
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out.Write("flat out int layer;\n");
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out.Write("void main()\n{\n");
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if (g_ActiveConfig.backend_info.bSupportsGSInstancing)
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out.Write("\tlayer = gl_InvocationID;\n");
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else
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out.Write("\tfor (layer = 0; layer < %d; ++layer) {\n", g_ActiveConfig.bStereo ? 2 : 1);
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out.Write("\tgl_Layer = layer;\n");
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out.Write("\tvec4 stereoproj = "I_PROJECTION"[0];\n");
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out.Write("\tstereoproj[2] += "I_STEREOOFFSET"[layer] * stereoproj[0];\n");
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out.Write("\tfor (int i = 0; i < gl_in.length(); ++i) {\n");
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out.Write("\t\to = v[i];\n");
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if (g_ActiveConfig.bStereo)
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out.Write("\t\to.pos = float4(dot(stereoproj, v[i].rawpos), dot(" I_PROJECTION"[1], v[i].rawpos), dot(" I_PROJECTION"[2], v[i].rawpos), dot(" I_PROJECTION"[3], v[i].rawpos)); \n");
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out.Write("\t\tgl_Position = o.pos;\n");
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out.Write("\t\tEmitVertex();\n");
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out.Write("\t}\n");
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out.Write("\tEndPrimitive();\n");
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if (!g_ActiveConfig.backend_info.bSupportsGSInstancing)
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out.Write("\t}\n");
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out.Write("}\n");
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if (is_writing_shadercode)
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@ -452,7 +452,7 @@ TextureCache::TCacheEntryBase* TextureCache::Load(unsigned int const stage,
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(entry->type == TCET_EC_DYNAMIC &&
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entry->native_width == width &&
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entry->native_height == height)) &&
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entry->num_layers == 1)
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entry->num_layers == 1)
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{
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// reuse the texture
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}
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@ -125,11 +125,7 @@ static inline void GenerateVertexShader(T& out, u32 components, API_TYPE api_typ
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out.Write("in float%d tex%d; // ATTR%d,\n", hastexmtx ? 3 : 2, i, SHADER_TEXTURE0_ATTRIB + i);
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}
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if (g_ActiveConfig.bStereo)
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out.Write("centroid out VS_OUTPUT v;\n");
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else
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out.Write("centroid out VS_OUTPUT o;\n");
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out.Write("centroid out VS_OUTPUT %s;\n", (g_ActiveConfig.bStereo) ? "v" : "o");
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out.Write("void main()\n{\n");
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