GL: add #if in shader for trilinear filtering
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24e7837eaa
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2ef90152c9
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@ -169,7 +169,7 @@ __forceinline
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ShaderUniforms.trilinear_alpha = 1.0 - ShaderUniforms.trilinear_alpha;
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}
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else
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ShaderUniforms.trilinear_alpha = 1.0;
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ShaderUniforms.trilinear_alpha = 1.f;
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bool color_clamp = gp->tsp.ColorClamp && (pvrrc.fog_clamp_min != 0 || pvrrc.fog_clamp_max != 0xffffffff);
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@ -184,7 +184,8 @@ __forceinline
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gp->tsp.FogCtrl,
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gp->pcw.Gouraud,
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gp->tcw.PixelFmt == PixelBumpMap,
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color_clamp)];
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color_clamp,
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ShaderUniforms.trilinear_alpha != 1.f)];
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if (CurrentShader->program == -1)
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CompilePipelineShader(CurrentShader);
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@ -1107,7 +1108,7 @@ void DrawFramebuffer(float w, float h)
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ShaderUniforms.trilinear_alpha = 1.0;
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PipelineShader *shader = &gl.pogram_table[GetProgramID(0, 1, 1, 0, 1, 0, 0, 2, false, false, false)];
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PipelineShader *shader = &gl.pogram_table[GetProgramID(0, 1, 1, 0, 1, 0, 0, 2, false, false, false, false)];
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if (shader->program == -1)
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CompilePipelineShader(shader);
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else
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@ -155,6 +155,7 @@ const char* PixelPipelineShader =
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#define pp_Gouraud %d \n\
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#define pp_BumpMap %d \n\
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#define FogClamping %d \n\
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#define pp_TriLinear %d \n\
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#define PI 3.1415926 \n\
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\n\
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#define GLES2 0 \n\
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@ -218,7 +219,7 @@ lowp float fog_mode2(highp float w) \n\
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return fog_coef.FOG_CHANNEL; \n\
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} \n\
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\n\
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highp vec4 fog_clamp(highp vec4 col) \n\
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highp vec4 fog_clamp(lowp vec4 col) \n\
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{ \n\
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#if FogClamping == 1 \n\
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return clamp(col, fog_clamp_min, fog_clamp_max); \n\
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@ -310,7 +311,9 @@ void main() \n\
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} \n\
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#endif\n\
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\n\
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#if pp_TriLinear == 1 \n\
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color *= trilinear_alpha; \n\
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#endif \n\
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\n\
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#if cp_AlphaTest == 1 \n\
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color.a=1.0; \n\
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@ -444,8 +447,11 @@ GLuint fogTextureId;
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gl.setup.surface = eglCreateWindowSurface(gl.setup.display, config, (EGLNativeWindowType)wind, NULL);
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if (eglCheck())
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if (eglCheck() || gl.setup.surface == EGL_NO_SURFACE)
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{
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printf("EGL Error: eglCreateWindowSurface failed\n");
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return false;
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}
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eglBindAPI(EGL_OPENGL_ES_API);
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if (eglCheck())
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@ -857,7 +863,7 @@ GLuint gl_CompileAndLink(const char* VertexShader, const char* FragmentShader)
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int GetProgramID(u32 cp_AlphaTest, u32 pp_ClipTestMode,
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u32 pp_Texture, u32 pp_UseAlpha, u32 pp_IgnoreTexA, u32 pp_ShadInstr, u32 pp_Offset,
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u32 pp_FogCtrl, bool pp_Gouraud, bool pp_BumpMap, bool fog_clamping)
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u32 pp_FogCtrl, bool pp_Gouraud, bool pp_BumpMap, bool fog_clamping, bool trilinear)
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{
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u32 rv=0;
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@ -872,6 +878,7 @@ int GetProgramID(u32 cp_AlphaTest, u32 pp_ClipTestMode,
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rv<<=1; rv|=pp_Gouraud;
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rv<<=1; rv|=pp_BumpMap;
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rv<<=1; rv|=fog_clamping;
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rv<<=1; rv|=trilinear;
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return rv;
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}
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@ -887,7 +894,7 @@ bool CompilePipelineShader( PipelineShader* s)
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sprintf(pshader,PixelPipelineShader, gl.glsl_version_header, gl.gl_version,
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s->cp_AlphaTest,s->pp_ClipTestMode,s->pp_UseAlpha,
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s->pp_Texture,s->pp_IgnoreTexA,s->pp_ShadInstr,s->pp_Offset,s->pp_FogCtrl, s->pp_Gouraud, s->pp_BumpMap,
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s->fog_clamping);
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s->fog_clamping, s->trilinear);
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s->program=gl_CompileAndLink(vshader, pshader);
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@ -1010,21 +1017,26 @@ bool gl_create_resources()
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{
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forl(fog_clamping,1)
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{
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dshader=&gl.pogram_table[GetProgramID(cp_AlphaTest,pp_ClipTestMode,pp_Texture,pp_UseAlpha,pp_IgnoreTexA,
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pp_ShadInstr,pp_Offset,pp_FogCtrl, (bool)pp_Gouraud, (bool)pp_BumpMap, (bool)fog_clamping)];
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forl(trilinear,1)
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{
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dshader=&gl.pogram_table[GetProgramID(cp_AlphaTest,pp_ClipTestMode,pp_Texture,pp_UseAlpha,pp_IgnoreTexA,
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pp_ShadInstr,pp_Offset,pp_FogCtrl, (bool)pp_Gouraud, (bool)pp_BumpMap, (bool)fog_clamping,
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(bool)trilinear)];
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dshader->cp_AlphaTest = cp_AlphaTest;
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dshader->pp_ClipTestMode = pp_ClipTestMode-1;
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dshader->pp_Texture = pp_Texture;
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dshader->pp_UseAlpha = pp_UseAlpha;
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dshader->pp_IgnoreTexA = pp_IgnoreTexA;
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dshader->pp_ShadInstr = pp_ShadInstr;
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dshader->pp_Offset = pp_Offset;
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dshader->pp_FogCtrl = pp_FogCtrl;
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dshader->pp_Gouraud = pp_Gouraud;
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dshader->pp_BumpMap = pp_BumpMap;
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dshader->fog_clamping = fog_clamping;
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dshader->program = -1;
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dshader->cp_AlphaTest = cp_AlphaTest;
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dshader->pp_ClipTestMode = pp_ClipTestMode-1;
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dshader->pp_Texture = pp_Texture;
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dshader->pp_UseAlpha = pp_UseAlpha;
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dshader->pp_IgnoreTexA = pp_IgnoreTexA;
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dshader->pp_ShadInstr = pp_ShadInstr;
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dshader->pp_Offset = pp_Offset;
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dshader->pp_FogCtrl = pp_FogCtrl;
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dshader->pp_Gouraud = pp_Gouraud;
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dshader->pp_BumpMap = pp_BumpMap;
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dshader->fog_clamping = fog_clamping;
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dshader->trilinear = trilinear;
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dshader->program = -1;
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}
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}
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}
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}
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@ -74,6 +74,7 @@ struct PipelineShader
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u32 pp_Texture, pp_UseAlpha, pp_IgnoreTexA, pp_ShadInstr, pp_Offset, pp_FogCtrl;
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bool pp_Gouraud, pp_BumpMap;
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bool fog_clamping;
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bool trilinear;
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};
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@ -100,7 +101,7 @@ struct gl_ctx
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} modvol_shader;
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PipelineShader pogram_table[12288];
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PipelineShader pogram_table[24576];
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struct
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{
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GLuint program,scale,depth_scale;
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@ -160,7 +161,7 @@ void OSD_HOOK();
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void OSD_DRAW(GLuint shader_program);
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int GetProgramID(u32 cp_AlphaTest, u32 pp_ClipTestMode,
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u32 pp_Texture, u32 pp_UseAlpha, u32 pp_IgnoreTexA, u32 pp_ShadInstr, u32 pp_Offset,
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u32 pp_FogCtrl, bool pp_Gouraud, bool pp_BumpMap, bool fog_clamping);
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u32 pp_FogCtrl, bool pp_Gouraud, bool pp_BumpMap, bool fog_clamping, bool trilinear);
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GLuint gl_CompileShader(const char* shader, GLuint type);
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GLuint gl_CompileAndLink(const char* VertexShader, const char* FragmentShader);
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