Few compiler errors that got exposed once I got Dual Source Blending working. Seems it isn't working quite 100% either. Good chance I missed something anyway.
This commit is contained in:
parent
d83ead5914
commit
d897491f94
|
@ -628,7 +628,6 @@ const char *GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType
|
||||||
WRITE(p, "%suniform float4 "I_INDTEXSCALE"[2] %s;\n", WriteLocation(ApiType, C_INDTEXSCALE), WriteRegister(ApiType, "c", C_INDTEXSCALE));
|
WRITE(p, "%suniform float4 "I_INDTEXSCALE"[2] %s;\n", WriteLocation(ApiType, C_INDTEXSCALE), WriteRegister(ApiType, "c", C_INDTEXSCALE));
|
||||||
WRITE(p, "%suniform float4 "I_INDTEXMTX"[6] %s;\n", WriteLocation(ApiType, C_INDTEXMTX), WriteRegister(ApiType, "c", C_INDTEXMTX));
|
WRITE(p, "%suniform float4 "I_INDTEXMTX"[6] %s;\n", WriteLocation(ApiType, C_INDTEXMTX), WriteRegister(ApiType, "c", C_INDTEXMTX));
|
||||||
WRITE(p, "%suniform float4 "I_FOG"[3] %s;\n", WriteLocation(ApiType, C_FOG), WriteRegister(ApiType, "c", C_FOG));
|
WRITE(p, "%suniform float4 "I_FOG"[3] %s;\n", WriteLocation(ApiType, C_FOG), WriteRegister(ApiType, "c", C_FOG));
|
||||||
>>>>>>> Add support for GL_ARB_shading_language_420pack so we don't have to binding sampler locations. Also add support for GL_ARB_separate_shader_objects which doesn't currently work for some reason....investigating.
|
|
||||||
|
|
||||||
if(g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting)
|
if(g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting)
|
||||||
{
|
{
|
||||||
|
@ -875,16 +874,14 @@ const char *GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType
|
||||||
if(DepthTextureEnable)
|
if(DepthTextureEnable)
|
||||||
WRITE(p, "depth = 1.f;\n");
|
WRITE(p, "depth = 1.f;\n");
|
||||||
if(dstAlphaMode == DSTALPHA_DUAL_SOURCE_BLEND)
|
if(dstAlphaMode == DSTALPHA_DUAL_SOURCE_BLEND)
|
||||||
WRITE(p, "ocol1 = 0;\n");
|
WRITE(p, "ocol1 = vec4(0.0f);\n");
|
||||||
if(ApiType == API_GLSL)
|
if(ApiType == API_GLSL)
|
||||||
{
|
{
|
||||||
// Once we switch to GLSL 1.3 and bind variables, we won't need to do this
|
// Once we switch to GLSL 1.3 and bind variables, we won't need to do this
|
||||||
if (dstAlphaMode != DSTALPHA_DUAL_SOURCE_BLEND)
|
if (dstAlphaMode != DSTALPHA_DUAL_SOURCE_BLEND)
|
||||||
WRITE(p, "gl_FragData[0] = ocol0;\n");
|
WRITE(p, "gl_FragData[0] = ocol0;\n");
|
||||||
if(DepthTextureEnable)
|
if(DepthTextureEnable)
|
||||||
WRITE(p, "gl_FragDepth = depth;\n");
|
WRITE(p, "gl_FragDepth = depth;\n");
|
||||||
if(dstAlphaMode == DSTALPHA_DUAL_SOURCE_BLEND)
|
|
||||||
; // TODO: Will do this later
|
|
||||||
}
|
}
|
||||||
WRITE(p, "discard;\n");
|
WRITE(p, "discard;\n");
|
||||||
if(ApiType != API_D3D11)
|
if(ApiType != API_D3D11)
|
||||||
|
@ -1047,10 +1044,10 @@ static void WriteStage(char *&p, int n, API_TYPE ApiType)
|
||||||
WRITE(p, "float2 indtevtrans%d = " I_INDTEXMTX"[%d].ww * uv%d.xy * indtevcrd%d.yy;\n", n, mtxidx, texcoord, n);
|
WRITE(p, "float2 indtevtrans%d = " I_INDTEXMTX"[%d].ww * uv%d.xy * indtevcrd%d.yy;\n", n, mtxidx, texcoord, n);
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
WRITE(p, "float2 indtevtrans%d = 0;\n", n);
|
WRITE(p, "float2 indtevtrans%d = float2(0.0f);\n", n);
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
WRITE(p, "float2 indtevtrans%d = 0;\n", n);
|
WRITE(p, "float2 indtevtrans%d = float2(0.0f);\n", n);
|
||||||
|
|
||||||
// ---------
|
// ---------
|
||||||
// Wrapping
|
// Wrapping
|
||||||
|
@ -1383,6 +1380,7 @@ static void WriteAlphaTest(char *&p, API_TYPE ApiType,DSTALPHA_MODE dstAlphaMode
|
||||||
|
|
||||||
compindex = bpmem.alphaFunc.comp1 % 8;
|
compindex = bpmem.alphaFunc.comp1 % 8;
|
||||||
WRITE(p, tevAlphaFuncsTable[compindex],alphaRef[1]);//lookup the second component from the alpha function table
|
WRITE(p, tevAlphaFuncsTable[compindex],alphaRef[1]);//lookup the second component from the alpha function table
|
||||||
|
<<<<<<< HEAD
|
||||||
WRITE(p, ")) {\n");
|
WRITE(p, ")) {\n");
|
||||||
|
|
||||||
WRITE(p, "ocol0 = float4(0);\n");
|
WRITE(p, "ocol0 = float4(0);\n");
|
||||||
|
@ -1412,6 +1410,13 @@ static void WriteAlphaTest(char *&p, API_TYPE ApiType,DSTALPHA_MODE dstAlphaMode
|
||||||
|
|
||||||
WRITE(p, "}\n");
|
WRITE(p, "}\n");
|
||||||
|
|
||||||
|
=======
|
||||||
|
WRITE(p, ")){ocol0 = float4(0.0f);%s%s discard;%s}\n",
|
||||||
|
dstAlphaMode == DSTALPHA_DUAL_SOURCE_BLEND ? "ocol1 = vec4(0.0f);" : "",
|
||||||
|
DepthTextureEnable ? "depth = 1.f;" : "",
|
||||||
|
(ApiType != API_D3D11) ? "return;" : "");
|
||||||
|
return true;
|
||||||
|
>>>>>>> Few compiler errors that got exposed once I got Dual Source Blending working. Seems it isn't working quite 100% either. Good chance I missed something anyway.
|
||||||
}
|
}
|
||||||
|
|
||||||
static const char *tevFogFuncsTable[] =
|
static const char *tevFogFuncsTable[] =
|
||||||
|
|
Loading…
Reference in New Issue