mirror of https://github.com/PCSX2/pcsx2.git
gsdx glsl: add basic support of GL_ARB_enhanced_layouts (GL4.4)
Hardcode location of interface to the location 0. If I understand the spec correctly (unlikely), variable in interface will get successive location. Goal is to reduce driver work. Instead to compute some location based on name matching approach (and silly validation), the driver can now use static allocation. Tests on future Mesa 13 are welcome
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@ -26,6 +26,9 @@
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#ifdef FRAGMENT_SHADER
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#if defined(GL_ARB_enhanced_layouts) && GL_ARB_enhanced_layouts
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layout(location = 0)
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#endif
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in SHADER
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{
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vec4 t_float;
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@ -9,6 +9,9 @@ layout(location = 5) in uint i_z;
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layout(location = 6) in uvec2 i_uv;
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layout(location = 7) in vec4 i_f;
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#if defined(GL_ARB_enhanced_layouts) && GL_ARB_enhanced_layouts
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layout(location = 0)
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#endif
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out SHADER
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{
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vec4 t_float;
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@ -61,6 +64,9 @@ void vs_main()
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#ifdef GEOMETRY_SHADER
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#if defined(GL_ARB_enhanced_layouts) && GL_ARB_enhanced_layouts
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layout(location = 0)
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#endif
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in SHADER
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{
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vec4 t_float;
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@ -69,6 +75,9 @@ in SHADER
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flat vec4 fc;
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} GSin[];
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#if defined(GL_ARB_enhanced_layouts) && GL_ARB_enhanced_layouts
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layout(location = 0)
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#endif
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out SHADER
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{
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vec4 t_float;
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@ -749,6 +749,9 @@ static const char* const tfx_vgs_glsl =
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"layout(location = 6) in uvec2 i_uv;\n"
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"layout(location = 7) in vec4 i_f;\n"
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"\n"
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"#if defined(GL_ARB_enhanced_layouts) && GL_ARB_enhanced_layouts\n"
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"layout(location = 0)\n"
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"#endif\n"
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"out SHADER\n"
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"{\n"
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" vec4 t_float;\n"
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@ -801,6 +804,9 @@ static const char* const tfx_vgs_glsl =
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"\n"
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"#ifdef GEOMETRY_SHADER\n"
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"\n"
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"#if defined(GL_ARB_enhanced_layouts) && GL_ARB_enhanced_layouts\n"
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"layout(location = 0)\n"
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"#endif\n"
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"in SHADER\n"
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"{\n"
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" vec4 t_float;\n"
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@ -809,6 +815,9 @@ static const char* const tfx_vgs_glsl =
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" flat vec4 fc;\n"
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"} GSin[];\n"
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"\n"
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"#if defined(GL_ARB_enhanced_layouts) && GL_ARB_enhanced_layouts\n"
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"layout(location = 0)\n"
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"#endif\n"
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"out SHADER\n"
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"{\n"
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" vec4 t_float;\n"
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@ -1016,6 +1025,9 @@ static const char* const tfx_fs_all_glsl =
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"\n"
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"#ifdef FRAGMENT_SHADER\n"
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"\n"
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"#if defined(GL_ARB_enhanced_layouts) && GL_ARB_enhanced_layouts\n"
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"layout(location = 0)\n"
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"#endif\n"
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"in SHADER\n"
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"{\n"
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" vec4 t_float;\n"
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