Give OSX users more of a chance of supporting Single pass DSB in the future.

This commit is contained in:
Ryan Houdek 2011-12-21 01:29:29 -06:00
parent a10656b1b2
commit 8e0172374c
6 changed files with 32 additions and 12 deletions

View File

@ -563,6 +563,9 @@ const char *GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType
}
else
WRITE(p, "#version 120\n");
if(g_ActiveConfig.backend_info.bSupportsGLSLATTRBind)
WRITE(p, "#extension GL_ARB_explicit_attrib_location : enable\n");
// Silly differences
WRITE(p, "#define float2 vec2\n");
WRITE(p, "#define float3 vec3\n");
@ -621,7 +624,7 @@ const char *GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType
WRITE(p, "\n");
if(ApiType == API_GLSL && g_ActiveConfig.backend_info.bSupportsGLSLUBO)
WRITE(p, "layout(std140%s) uniform PSBlock {\n", g_ActiveConfig.backend_info.bSupportsGLSLBinding ? ", binding = 1" : "");
WRITE(p, "layout(std140) uniform PSBlock {\n");
WRITE(p, "%sfloat4 "I_COLORS"[4] %s;\n", WriteLocation(ApiType), WriteRegister(ApiType, "c", C_COLORS));
WRITE(p, "%sfloat4 "I_KCOLORS"[4] %s;\n", WriteLocation(ApiType), WriteRegister(ApiType, "c", C_KCOLORS));

View File

@ -204,6 +204,8 @@ const char *GenerateVertexShaderCode(u32 components, API_TYPE ApiType)
WRITE(p, "#define ATTRIN attribute\n");
WRITE(p, "#define ATTROUT attribute\n");
}
if(g_ActiveConfig.backend_info.bSupportsGLSLATTRBind)
WRITE(p, "#extension GL_ARB_explicit_attrib_location : enable\n");
// Silly differences
WRITE(p, "#define float2 vec2\n");
WRITE(p, "#define float3 vec3\n");
@ -217,7 +219,7 @@ const char *GenerateVertexShaderCode(u32 components, API_TYPE ApiType)
// uniforms
if(ApiType == API_GLSL && g_ActiveConfig.backend_info.bSupportsGLSLUBO)
WRITE(p, "layout(std140%s) uniform VSBlock {\n", g_ActiveConfig.backend_info.bSupportsGLSLBinding ? ", binding = 2" : "");
WRITE(p, "layout(std140) uniform VSBlock {\n");
WRITE(p, "%sfloat4 "I_POSNORMALMATRIX"[6] %s;\n", WriteLocation(ApiType), WriteRegister(ApiType, "c", C_POSNORMALMATRIX));
WRITE(p, "%sfloat4 "I_PROJECTION"[4] %s;\n", WriteLocation(ApiType), WriteRegister(ApiType, "c", C_PROJECTION));
@ -241,21 +243,33 @@ const char *GenerateVertexShaderCode(u32 components, API_TYPE ApiType)
if (components & VB_HAS_NRM0)
WRITE(p, " float3 rawnorm0 = gl_Normal; // NORMAL0,\n");
if (components & VB_HAS_POSMTXIDX)
if(g_ActiveConfig.backend_info.bSupportsGLSLATTRBind)
{
if (components & VB_HAS_POSMTXIDX)
WRITE(p, "layout(location = %d) ATTRIN float fposmtx;\n", SHADER_POSMTX_ATTRIB);
if (components & VB_HAS_NRM1)
WRITE(p, "layout(location = %d) ATTRIN float3 rawnorm1;\n", SHADER_NORM1_ATTRIB);
if (components & VB_HAS_NRM2)
WRITE(p, "layout(location = %d) ATTRIN float3 rawnorm2;\n", SHADER_NORM2_ATTRIB);
}
else
{
if (components & VB_HAS_POSMTXIDX)
WRITE(p, "ATTRIN float fposmtx; // ATTR%d,\n", SHADER_POSMTX_ATTRIB);
if (components & VB_HAS_NRM1)
if (components & VB_HAS_NRM1)
WRITE(p, "ATTRIN float3 rawnorm1; // ATTR%d,\n", SHADER_NORM1_ATTRIB);
if (components & VB_HAS_NRM2)
if (components & VB_HAS_NRM2)
WRITE(p, "ATTRIN float3 rawnorm2; // ATTR%d,\n", SHADER_NORM2_ATTRIB);
}
if (components & VB_HAS_COL0)
WRITE(p, " float4 color0 = gl_Color; // COLOR0,\n");
WRITE(p, " float4 color0 = gl_Color; // COLOR0,\n");
if (components & VB_HAS_COL1)
WRITE(p, " float4 color1 = gl_SecondaryColor; // COLOR1,\n");
WRITE(p, " float4 color1 = gl_SecondaryColor; // COLOR1,\n");
for (int i = 0; i < 8; ++i) {
u32 hastexmtx = (components & (VB_HAS_TEXMTXIDX0<<i));
if ((components & (VB_HAS_UV0<<i)) || hastexmtx)
WRITE(p, " float%d tex%d = gl_MultiTexCoord%d.xy%s; // TEXCOORD%d,\n", hastexmtx ? 3 : 2, i, i, hastexmtx ? "z" : "", i);
u32 hastexmtx = (components & (VB_HAS_TEXMTXIDX0<<i));
if ((components & (VB_HAS_UV0<<i)) || hastexmtx)
WRITE(p, " float%d tex%d = gl_MultiTexCoord%d.xy%s; // TEXCOORD%d,\n", hastexmtx ? 3 : 2, i, i, hastexmtx ? "z" : "", i);
}
WRITE(p, " float4 rawpos = gl_Vertex;\n") ;

View File

@ -171,6 +171,7 @@ struct VideoConfig
bool bSupportsGLSL;
bool bSupportsGLSLBinding;
bool bSupportsGLSLUBO;
bool bSupportsGLSLATTRBind;
bool bSupportsGLSLCache;
} backend_info;
};

View File

@ -89,7 +89,7 @@ namespace OGL
}
// Need to get some attribute locations
if(uid.uid.vsid != 0) // We have no vertex Shader
if(uid.uid.vsid != 0 && !g_ActiveConfig.backend_info.bSupportsGLSLATTRBind) // We have no vertex Shader
{
glBindAttribLocation(entry.program.glprogid, SHADER_NORM1_ATTRIB, "rawnorm1");
glBindAttribLocation(entry.program.glprogid, SHADER_NORM2_ATTRIB, "rawnorm2");

View File

@ -315,6 +315,8 @@ Renderer::Renderer()
// TODO: Switch over to using glew once 1.6/1.7 becomes more mainstream, seems most people are stuck in 1.5
if (strstr((const char*)glGetString(GL_EXTENSIONS), "GL_ARB_shading_language_420pack") != NULL)
g_Config.backend_info.bSupportsGLSLBinding = true;
if (strstr((const char*)glGetString(GL_EXTENSIONS), "GL_ARB_explicit_attrib_location") != NULL)
g_Config.backend_info.bSupportsGLSLATTRBind = true;
if (strstr((const char*)glGetString(GL_EXTENSIONS), "GL_ARB_uniform_buffer_object") != NULL)
g_Config.backend_info.bSupportsGLSLUBO = true;
if (strstr((const char*)glGetString(GL_EXTENSIONS), "GL_ARB_get_program_binary") != NULL)

View File

@ -178,7 +178,7 @@ void VertexManager::vFlush()
&& bpmem.zcontrol.pixel_format == PIXELFMT_RGBA6_Z24;
// Makes sure we can actually do Dual source blending
bool dualSourcePossible = g_ActiveConfig.bUseGLSL && g_ActiveConfig.backend_info.bSupportsGLSLBinding;
bool dualSourcePossible = g_ActiveConfig.bUseGLSL && g_ActiveConfig.backend_info.bSupportsGLSLATTRBind;
// finally bind
FRAGMENTSHADER* ps;