PixelShaderGen: Use arrays of texture samplers.

This commit is contained in:
Scott Mansell 2015-10-12 02:47:15 +13:00
parent dd5df05c01
commit 645e4cbbee
2 changed files with 11 additions and 13 deletions

View File

@ -88,11 +88,14 @@ void SHADER::SetProgramVariables()
if (GSBlock_id != -1)
glUniformBlockBinding(glprogid, GSBlock_id, 3);
// Bind Texture Sampler
// Bind Texture Samplers
for (int a = 0; a <= 9; ++a)
{
char name[8];
snprintf(name, 8, "samp%d", a);
char name[10];
if (a < 8)
snprintf(name, 8, "samp[%d]", a);
else
snprintf(name, 8, "samp%d", a);
// Still need to get sampler locations since we aren't binding them statically in the shaders
int loc = glGetUniformLocation(glprogid, name);

View File

@ -217,19 +217,14 @@ static inline void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_T
if (ApiType == API_OPENGL)
{
// Declare samplers
for (int i = 0; i < 8; ++i)
out.Write("SAMPLER_BINDING(%d) uniform sampler2DArray samp%d;\n", i, i);
out.Write("SAMPLER_BINDING(0) uniform sampler2DArray samp[8];\n");
}
else // D3D
{
// Declare samplers
for (int i = 0; i < 8; ++i)
out.Write("sampler samp%d : register(s%d);\n", i, i);
out.Write("SamplerState samp[8] : register(s0);\n");
out.Write("\n");
for (int i = 0; i < 8; ++i)
out.Write("Texture2DArray Tex%d : register(t%d);\n", i, i);
out.Write("Texture2DArray Tex[8] : register(t0);\n");
}
out.Write("\n");
@ -1000,9 +995,9 @@ static inline void SampleTexture(T& out, const char *texcoords, const char *texs
out.SetConstantsUsed(C_TEXDIMS+texmap,C_TEXDIMS+texmap);
if (ApiType == API_D3D)
out.Write("iround(255.0 * Tex%d.Sample(samp%d, float3(%s.xy * " I_TEXDIMS"[%d].xy, %s))).%s;\n", texmap, texmap, texcoords, texmap, g_ActiveConfig.iStereoMode > 0 ? "layer" : "0.0", texswap);
out.Write("iround(255.0 * Tex[%d].Sample(samp[%d], float3(%s.xy * " I_TEXDIMS"[%d].xy, %s))).%s;\n", texmap, texmap, texcoords, texmap, g_ActiveConfig.iStereoMode > 0 ? "layer" : "0.0", texswap);
else
out.Write("iround(255.0 * texture(samp%d, float3(%s.xy * " I_TEXDIMS"[%d].xy, %s))).%s;\n", texmap, texcoords, texmap, g_ActiveConfig.iStereoMode > 0 ? "layer" : "0.0", texswap);
out.Write("iround(255.0 * texture(samp[%d], float3(%s.xy * " I_TEXDIMS"[%d].xy, %s))).%s;\n", texmap, texcoords, texmap, g_ActiveConfig.iStereoMode > 0 ? "layer" : "0.0", texswap);
}
static const char *tevAlphaFuncsTable[] =