gsdx-ogl: add an optimization note for later

Only 1 byte of fog is useful
This commit is contained in:
Gregory Hainaut 2015-04-19 18:42:25 +02:00
parent 6d253c0b8f
commit 62489f42f1
3 changed files with 6 additions and 0 deletions

View File

@ -206,7 +206,9 @@ bool GSDeviceOGL::Create(GSWnd* wnd)
{2 , GL_UNSIGNED_SHORT , GL_FALSE , sizeof(GSVertex) , (const GLvoid*)(16) } , {2 , GL_UNSIGNED_SHORT , GL_FALSE , sizeof(GSVertex) , (const GLvoid*)(16) } ,
{1 , GL_UNSIGNED_INT , GL_FALSE , sizeof(GSVertex) , (const GLvoid*)(20) } , {1 , GL_UNSIGNED_INT , GL_FALSE , sizeof(GSVertex) , (const GLvoid*)(20) } ,
{2 , GL_UNSIGNED_SHORT , GL_FALSE , sizeof(GSVertex) , (const GLvoid*)(24) } , {2 , GL_UNSIGNED_SHORT , GL_FALSE , sizeof(GSVertex) , (const GLvoid*)(24) } ,
// FIXME only first byte is useful
{4 , GL_UNSIGNED_BYTE , GL_TRUE , sizeof(GSVertex) , (const GLvoid*)(28) } , {4 , GL_UNSIGNED_BYTE , GL_TRUE , sizeof(GSVertex) , (const GLvoid*)(28) } ,
// TEST ME {1 , GL_UNSIGNED_BYTE , GL_TRUE , sizeof(GSVertex) , (const GLvoid*)(28) } ,
}; };
m_va = new GSVertexBufferStateOGL(sizeof(GSVertexPT1), il_convert, countof(il_convert)); m_va = new GSVertexBufferStateOGL(sizeof(GSVertexPT1), il_convert, countof(il_convert));

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@ -14,6 +14,8 @@ layout(location = 3) in float i_q;
layout(location = 4) in uvec2 i_p; layout(location = 4) in uvec2 i_p;
layout(location = 5) in uint i_z; layout(location = 5) in uint i_z;
layout(location = 6) in uvec2 i_uv; layout(location = 6) in uvec2 i_uv;
// FIXME only first byte is useful
//TEST_ME layout(location = 7) in float i_f;
layout(location = 7) in vec4 i_f; layout(location = 7) in vec4 i_f;
out SHADER out SHADER

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@ -465,6 +465,8 @@ static const char* tfx_vgs_glsl =
"layout(location = 4) in uvec2 i_p;\n" "layout(location = 4) in uvec2 i_p;\n"
"layout(location = 5) in uint i_z;\n" "layout(location = 5) in uint i_z;\n"
"layout(location = 6) in uvec2 i_uv;\n" "layout(location = 6) in uvec2 i_uv;\n"
"// FIXME only first byte is useful\n"
"//TEST_ME layout(location = 7) in float i_f;\n"
"layout(location = 7) in vec4 i_f;\n" "layout(location = 7) in vec4 i_f;\n"
"\n" "\n"
"out SHADER\n" "out SHADER\n"