remove (ATTR|VARY)(IN|OUT) macros
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1d0b6a1156
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aaaa5af0b2
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@ -452,12 +452,6 @@ void ProgramShaderCache::CreateHeader ( void )
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// Precision defines for GLSLES3
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// Precision defines for GLSLES3
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"%s\n"
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"%s\n"
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"\n"// A few required defines and ones that will make our lives a lot easier
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"#define ATTRIN in\n"
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"#define ATTROUT out\n"
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"#define VARYIN %s\n"
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"#define VARYOUT %s\n"
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// Silly differences
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// Silly differences
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"#define float2 vec2\n"
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"#define float2 vec2\n"
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"#define float3 vec3\n"
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"#define float3 vec3\n"
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@ -472,6 +466,7 @@ void ProgramShaderCache::CreateHeader ( void )
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// Terrible hack, look at DriverDetails.h
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// Terrible hack, look at DriverDetails.h
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"%s\n"
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"%s\n"
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"%s\n"
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, v==GLSLES3 ? "#version 300 es" : v==GLSL_130 ? "#version 130" : v==GLSL_140 ? "#version 140" : "#version 150"
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, v==GLSLES3 ? "#version 300 es" : v==GLSL_130 ? "#version 130" : v==GLSL_140 ? "#version 140" : "#version 150"
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, v<GLSL_140 ? "#extension GL_ARB_uniform_buffer_object : enable" : ""
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, v<GLSL_140 ? "#extension GL_ARB_uniform_buffer_object : enable" : ""
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@ -480,9 +475,8 @@ void ProgramShaderCache::CreateHeader ( void )
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, v==GLSLES3 ? "precision highp float;" : ""
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, v==GLSLES3 ? "precision highp float;" : ""
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, DriverDetails::HasBug(DriverDetails::BUG_BROKENCENTROID) ? "in" : "centroid in"
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, DriverDetails::HasBug(DriverDetails::BUG_BROKENCENTROID) ? "out" : "centroid out"
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, DriverDetails::HasBug(DriverDetails::BUG_BROKENTEXTURESIZE) ? "#define textureSize(x, y) ivec2(1, 1)" : ""
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, DriverDetails::HasBug(DriverDetails::BUG_BROKENTEXTURESIZE) ? "#define textureSize(x, y) ivec2(1, 1)" : ""
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, DriverDetails::HasBug(DriverDetails::BUG_BROKENCENTROID) ? "#define centroid" : ""
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);
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);
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}
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}
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@ -115,9 +115,9 @@ const u8 rasters[char_count][char_height] = {
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static const char *s_vertexShaderSrc =
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static const char *s_vertexShaderSrc =
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"uniform vec2 charSize;\n"
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"uniform vec2 charSize;\n"
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"ATTRIN vec2 rawpos;\n"
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"in vec2 rawpos;\n"
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"ATTRIN vec2 tex0;\n"
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"in vec2 tex0;\n"
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"VARYOUT vec2 uv0;\n"
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"out vec2 uv0;\n"
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"void main(void) {\n"
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"void main(void) {\n"
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" gl_Position = vec4(rawpos,0,1);\n"
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" gl_Position = vec4(rawpos,0,1);\n"
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" uv0 = tex0 * charSize;\n"
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" uv0 = tex0 * charSize;\n"
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@ -126,7 +126,7 @@ static const char *s_vertexShaderSrc =
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static const char *s_fragmentShaderSrc =
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static const char *s_fragmentShaderSrc =
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"uniform sampler2D samp8;\n"
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"uniform sampler2D samp8;\n"
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"uniform vec4 color;\n"
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"uniform vec4 color;\n"
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"VARYIN vec2 uv0;\n"
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"in vec2 uv0;\n"
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"out vec4 ocol0;\n"
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"out vec4 ocol0;\n"
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"void main(void) {\n"
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"void main(void) {\n"
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" ocol0 = texture(samp8,uv0) * color;\n"
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" ocol0 = texture(samp8,uv0) * color;\n"
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@ -652,14 +652,14 @@ void Renderer::Init()
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s_pfont = new RasterFont();
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s_pfont = new RasterFont();
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ProgramShaderCache::CompileShader(s_ShowEFBCopyRegions,
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ProgramShaderCache::CompileShader(s_ShowEFBCopyRegions,
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"ATTRIN vec2 rawpos;\n"
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"in vec2 rawpos;\n"
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"ATTRIN vec3 color0;\n"
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"in vec3 color0;\n"
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"VARYOUT vec4 c;\n"
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"out vec4 c;\n"
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"void main(void) {\n"
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"void main(void) {\n"
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" gl_Position = vec4(rawpos, 0.0, 1.0);\n"
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" gl_Position = vec4(rawpos, 0.0, 1.0);\n"
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" c = vec4(color0, 1.0);\n"
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" c = vec4(color0, 1.0);\n"
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"}\n",
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"}\n",
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"VARYIN vec4 c;\n"
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"in vec4 c;\n"
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"out vec4 ocol0;\n"
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"out vec4 ocol0;\n"
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"void main(void) {\n"
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"void main(void) {\n"
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" ocol0 = c;\n"
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" ocol0 = c;\n"
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@ -346,7 +346,7 @@ TextureCache::TextureCache()
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const char *pColorMatrixProg =
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const char *pColorMatrixProg =
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"uniform sampler2D samp9;\n"
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"uniform sampler2D samp9;\n"
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"uniform vec4 colmat[7];\n"
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"uniform vec4 colmat[7];\n"
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"VARYIN vec2 uv0;\n"
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"in vec2 uv0;\n"
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"out vec4 ocol0;\n"
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"out vec4 ocol0;\n"
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"\n"
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"\n"
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"void main(){\n"
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"void main(){\n"
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@ -358,7 +358,7 @@ TextureCache::TextureCache()
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const char *pDepthMatrixProg =
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const char *pDepthMatrixProg =
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"uniform sampler2D samp9;\n"
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"uniform sampler2D samp9;\n"
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"uniform vec4 colmat[5];\n"
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"uniform vec4 colmat[5];\n"
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"VARYIN vec2 uv0;\n"
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"in vec2 uv0;\n"
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"out vec4 ocol0;\n"
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"out vec4 ocol0;\n"
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"\n"
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"\n"
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"void main(){\n"
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"void main(){\n"
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@ -369,7 +369,7 @@ TextureCache::TextureCache()
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"}\n";
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"}\n";
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const char *VProgram =
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const char *VProgram =
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"VARYOUT vec2 uv0;\n"
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"out vec2 uv0;\n"
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"uniform sampler2D samp9;\n"
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"uniform sampler2D samp9;\n"
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"uniform vec4 copy_position;\n" // left, top, right, bottom
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"uniform vec4 copy_position;\n" // left, top, right, bottom
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"void main()\n"
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"void main()\n"
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@ -68,7 +68,7 @@ void CreatePrograms()
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*/
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*/
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// Output is BGRA because that is slightly faster than RGBA.
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// Output is BGRA because that is slightly faster than RGBA.
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const char *VProgramRgbToYuyv =
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const char *VProgramRgbToYuyv =
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"VARYOUT vec2 uv0;\n"
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"out vec2 uv0;\n"
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"uniform vec4 copy_position;\n" // left, top, right, bottom
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"uniform vec4 copy_position;\n" // left, top, right, bottom
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"uniform sampler2D samp9;\n"
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"uniform sampler2D samp9;\n"
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"void main()\n"
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"void main()\n"
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@ -79,7 +79,7 @@ void CreatePrograms()
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"}\n";
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"}\n";
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const char *FProgramRgbToYuyv =
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const char *FProgramRgbToYuyv =
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"uniform sampler2D samp9;\n"
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"uniform sampler2D samp9;\n"
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"VARYIN vec2 uv0;\n"
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"in vec2 uv0;\n"
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"out vec4 ocol0;\n"
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"out vec4 ocol0;\n"
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"void main()\n"
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"void main()\n"
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"{\n"
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"{\n"
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@ -110,7 +110,7 @@ void CreatePrograms()
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"}\n";
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"}\n";
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const char *FProgramYuyvToRgb =
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const char *FProgramYuyvToRgb =
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"uniform sampler2D samp9;\n"
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"uniform sampler2D samp9;\n"
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"VARYIN vec2 uv0;\n"
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"in vec2 uv0;\n"
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"out vec4 ocol0;\n"
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"out vec4 ocol0;\n"
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"void main()\n"
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"void main()\n"
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"{\n"
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"{\n"
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@ -311,19 +311,19 @@ static inline void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_T
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if (per_pixel_depth)
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if (per_pixel_depth)
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out.Write("#define depth gl_FragDepth\n");
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out.Write("#define depth gl_FragDepth\n");
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out.Write("VARYIN float4 colors_02;\n");
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out.Write("centroid in float4 colors_02;\n");
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out.Write("VARYIN float4 colors_12;\n");
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out.Write("centroid in float4 colors_12;\n");
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// compute window position if needed because binding semantic WPOS is not widely supported
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// compute window position if needed because binding semantic WPOS is not widely supported
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// Let's set up attributes
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// Let's set up attributes
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for (unsigned int i = 0; i < xfregs.numTexGen.numTexGens; ++i)
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for (unsigned int i = 0; i < xfregs.numTexGen.numTexGens; ++i)
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{
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{
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out.Write("VARYIN float3 uv%d_2;\n", i);
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out.Write("centroid in float3 uv%d_2;\n", i);
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}
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}
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out.Write("VARYIN float4 clipPos_2;\n");
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out.Write("centroid in float4 clipPos_2;\n");
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if (g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting)
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if (g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting)
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{
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{
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out.Write("VARYIN float4 Normal_2;\n");
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out.Write("centroid in float4 Normal_2;\n");
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}
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}
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if (forced_early_z)
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if (forced_early_z)
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@ -106,26 +106,26 @@ static inline void GenerateVertexShader(T& out, u32 components, API_TYPE api_typ
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if(api_type == API_OPENGL)
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if(api_type == API_OPENGL)
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{
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{
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out.Write("ATTRIN float4 rawpos; // ATTR%d,\n", SHADER_POSITION_ATTRIB);
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out.Write("in float4 rawpos; // ATTR%d,\n", SHADER_POSITION_ATTRIB);
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if (components & VB_HAS_POSMTXIDX)
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if (components & VB_HAS_POSMTXIDX)
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out.Write("ATTRIN float fposmtx; // ATTR%d,\n", SHADER_POSMTX_ATTRIB);
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out.Write("in float fposmtx; // ATTR%d,\n", SHADER_POSMTX_ATTRIB);
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if (components & VB_HAS_NRM0)
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if (components & VB_HAS_NRM0)
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out.Write("ATTRIN float3 rawnorm0; // ATTR%d,\n", SHADER_NORM0_ATTRIB);
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out.Write("in float3 rawnorm0; // ATTR%d,\n", SHADER_NORM0_ATTRIB);
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if (components & VB_HAS_NRM1)
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if (components & VB_HAS_NRM1)
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out.Write("ATTRIN float3 rawnorm1; // ATTR%d,\n", SHADER_NORM1_ATTRIB);
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out.Write("in float3 rawnorm1; // ATTR%d,\n", SHADER_NORM1_ATTRIB);
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if (components & VB_HAS_NRM2)
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if (components & VB_HAS_NRM2)
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out.Write("ATTRIN float3 rawnorm2; // ATTR%d,\n", SHADER_NORM2_ATTRIB);
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out.Write("in float3 rawnorm2; // ATTR%d,\n", SHADER_NORM2_ATTRIB);
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if (components & VB_HAS_COL0)
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if (components & VB_HAS_COL0)
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out.Write("ATTRIN float4 color0; // ATTR%d,\n", SHADER_COLOR0_ATTRIB);
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out.Write("in float4 color0; // ATTR%d,\n", SHADER_COLOR0_ATTRIB);
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if (components & VB_HAS_COL1)
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if (components & VB_HAS_COL1)
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out.Write("ATTRIN float4 color1; // ATTR%d,\n", SHADER_COLOR1_ATTRIB);
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out.Write("in float4 color1; // ATTR%d,\n", SHADER_COLOR1_ATTRIB);
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for (int i = 0; i < 8; ++i)
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for (int i = 0; i < 8; ++i)
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{
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{
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u32 hastexmtx = (components & (VB_HAS_TEXMTXIDX0<<i));
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u32 hastexmtx = (components & (VB_HAS_TEXMTXIDX0<<i));
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if ((components & (VB_HAS_UV0<<i)) || hastexmtx)
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if ((components & (VB_HAS_UV0<<i)) || hastexmtx)
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out.Write("ATTRIN float%d tex%d; // ATTR%d,\n", hastexmtx ? 3 : 2, i, SHADER_TEXTURE0_ATTRIB + i);
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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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}
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// Let's set up attributes
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// Let's set up attributes
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@ -133,15 +133,15 @@ static inline void GenerateVertexShader(T& out, u32 components, API_TYPE api_typ
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{
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{
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if (i < xfregs.numTexGen.numTexGens)
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if (i < xfregs.numTexGen.numTexGens)
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{
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{
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out.Write("VARYOUT float3 uv%d_2;\n", i);
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out.Write("centroid out float3 uv%d_2;\n", i);
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}
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}
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}
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}
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out.Write("VARYOUT float4 clipPos_2;\n");
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out.Write("centroid out float4 clipPos_2;\n");
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if (g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting)
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if (g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting)
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out.Write("VARYOUT float4 Normal_2;\n");
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out.Write("centroid out float4 Normal_2;\n");
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out.Write("VARYOUT float4 colors_02;\n");
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out.Write("centroid out float4 colors_02;\n");
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out.Write("VARYOUT float4 colors_12;\n");
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out.Write("centroid out float4 colors_12;\n");
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out.Write("void main()\n{\n");
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out.Write("void main()\n{\n");
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}
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}
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