PixelShaderGen: Use arrays of texture samplers.
This commit is contained in:
parent
dd5df05c01
commit
645e4cbbee
|
@ -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);
|
||||
|
|
|
@ -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[] =
|
||||
|
|
Loading…
Reference in New Issue