GPU/HW: Fix batch shader compiling with GLSL ES
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45c8f6ea56
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0730a361a3
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@ -841,7 +841,7 @@ float4 SampleFromVRAM(TEXPAGE_VALUE texpage, float2 coords)
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#endif
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#endif
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// load colour/palette
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// load colour/palette
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float4 texel = SAMPLE_TEXTURE_LEVEL(samp0, float2(vicoord) * RCP_VRAM_SIZE, 0);
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float4 texel = SAMPLE_TEXTURE_LEVEL(samp0, float2(vicoord) * RCP_VRAM_SIZE, 0.0);
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uint vram_value = RGBA8ToRGBA5551(texel);
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uint vram_value = RGBA8ToRGBA5551(texel);
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// apply palette
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// apply palette
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@ -856,7 +856,7 @@ float4 SampleFromVRAM(TEXPAGE_VALUE texpage, float2 coords)
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uint2 palette_icoord = uint2(((texpage.z + palette_index) & 0x3FFu), texpage.w);
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uint2 palette_icoord = uint2(((texpage.z + palette_index) & 0x3FFu), texpage.w);
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#endif
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#endif
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return SAMPLE_TEXTURE_LEVEL(samp0, float2(palette_icoord) * RCP_VRAM_SIZE, 0);
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return SAMPLE_TEXTURE_LEVEL(samp0, float2(palette_icoord) * RCP_VRAM_SIZE, 0.0);
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#else
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#else
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// Direct texturing - usually render-to-texture effects.
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// Direct texturing - usually render-to-texture effects.
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#if !UPSCALED
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#if !UPSCALED
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@ -872,7 +872,7 @@ float4 SampleFromVRAM(TEXPAGE_VALUE texpage, float2 coords)
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uint2 nicoord = ApplyTextureWindow(uint2(floor(ncoords)));
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uint2 nicoord = ApplyTextureWindow(uint2(floor(ncoords)));
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uint2 nvicoord = (texpage.xy + nicoord) & uint2(1023, 511);
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uint2 nvicoord = (texpage.xy + nicoord) & uint2(1023, 511);
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ncoords = (float2(nvicoord) + nfpart);
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ncoords = (float2(nvicoord) + nfpart);
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return SAMPLE_TEXTURE_LEVEL(samp0, ncoords * RCP_VRAM_SIZE, 0);
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return SAMPLE_TEXTURE_LEVEL(samp0, ncoords * RCP_VRAM_SIZE, 0.0);
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#endif
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#endif
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#endif
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#endif
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}
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}
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@ -23,7 +23,9 @@
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#include "IconsEmoji.h"
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#include "IconsEmoji.h"
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#ifndef XXH_STATIC_LINKING_ONLY
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#define XXH_STATIC_LINKING_ONLY
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#define XXH_STATIC_LINKING_ONLY
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#endif
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#include "xxhash.h"
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#include "xxhash.h"
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#ifdef CPU_ARCH_SSE
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#ifdef CPU_ARCH_SSE
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#include "xxh_x86dispatch.h"
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#include "xxh_x86dispatch.h"
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