Fix the issue with COLOROUT not being defined anymore. Fix a issue where Mali shader compiler is idiotic in finding an overload for the mix function.
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2c09e8fc5a
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da3eef1019
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@ -200,7 +200,7 @@ FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int ms
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char ps_rgba6_to_rgb8[] =
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"uniform sampler2DRect samp9;\n"
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"COLOROUT(ocol0)\n"
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"out vec4 ocol0;\n"
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"void main()\n"
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"{\n"
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" ivec4 src6 = ivec4(round(texture2DRect(samp9, gl_FragCoord.xy) * 63.f));\n"
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@ -214,7 +214,7 @@ FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int ms
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char ps_rgb8_to_rgba6[] =
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"uniform sampler2DRect samp9;\n"
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"COLOROUT(ocol0)\n"
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"out vec4 ocol0;\n"
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"void main()\n"
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"{\n"
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" ivec4 src8 = ivec4(round(texture2DRect(samp9, gl_FragCoord.xy) * 255.f));\n"
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@ -127,7 +127,7 @@ static const char *s_fragmentShaderSrc =
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"uniform sampler2D samp8;\n"
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"uniform vec4 color;\n"
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"VARYIN vec2 uv0;\n"
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"COLOROUT(ocol0)\n"
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"out vec4 ocol0;\n"
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"void main(void) {\n"
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" ocol0 = texture(samp8,uv0) * color;\n"
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"}\n";
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@ -665,7 +665,7 @@ void Renderer::Init()
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" c = vec4(color0, 1.0);\n"
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"}\n",
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"VARYIN vec4 c;\n"
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"COLOROUT(ocol0)\n"
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"out vec4 ocol0;\n"
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"void main(void) {\n"
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" ocol0 = c;\n"
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"}\n");
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@ -406,7 +406,7 @@ TextureCache::TextureCache()
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"uniform sampler2DRect samp9;\n"
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"uniform vec4 colmat[7];\n"
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"VARYIN vec2 uv0;\n"
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"COLOROUT(ocol0)\n"
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"out vec4 ocol0;\n"
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"\n"
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"void main(){\n"
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" vec4 texcol = texture2DRect(samp9, uv0);\n"
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@ -418,7 +418,7 @@ TextureCache::TextureCache()
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"uniform sampler2DRect samp9;\n"
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"uniform vec4 colmat[5];\n"
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"VARYIN vec2 uv0;\n"
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"COLOROUT(ocol0)\n"
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"out vec4 ocol0;\n"
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"\n"
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"void main(){\n"
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" vec4 texcol = texture2DRect(samp9, uv0);\n"
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@ -77,7 +77,7 @@ void CreatePrograms()
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const char *FProgramRgbToYuyv =
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"uniform sampler2DRect samp9;\n"
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"VARYIN vec2 uv0;\n"
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"COLOROUT(ocol0)\n"
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"out vec4 ocol0;\n"
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"void main()\n"
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"{\n"
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" vec3 c0 = texture2DRect(samp9, uv0 - dFdx(uv0) * 0.25).rgb;\n"
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@ -106,7 +106,7 @@ void CreatePrograms()
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const char *FProgramYuyvToRgb =
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"uniform sampler2DRect samp9;\n"
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"VARYIN vec2 uv0;\n"
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"COLOROUT(ocol0)\n"
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"out vec4 ocol0;\n"
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"void main()\n"
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"{\n"
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" ivec2 uv = ivec2(gl_FragCoord.xy);\n"
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@ -118,7 +118,7 @@ void CreatePrograms()
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" ivec2 ts = textureSize(samp9);\n"
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" vec4 c0 = texelFetch(samp9, ivec2(uv.x/2, ts.y-uv.y-1));\n"
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#endif
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" float y = mix(c0.b, c0.r, uv.x & 1);\n"
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" float y = mix(c0.b, c0.r, (uv.x & 1) == 1);\n"
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" float yComp = 1.164 * (y - 0.0625);\n"
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" float uComp = c0.g - 0.5;\n"
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" float vComp = c0.a - 0.5;\n"
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@ -304,7 +304,7 @@ static inline void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_T
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if (ApiType == API_OPENGL)
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{
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out.Write("COLOROUT(ocol0)\n");
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out.Write("out vec4 ocol0;\n");
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if (dstAlphaMode == DSTALPHA_DUAL_SOURCE_BLEND)
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out.Write("out vec4 ocol1;\n");
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