mirror of https://github.com/PCSX2/pcsx2.git
gsdx ogl: Used a basic flat interpolation for color interpolation (line & tri primitives)
Card that support gs: remain only a gs to generate sprite from a line. Even dummy gs are costly for the GPU. Card that don't support gs: remove useless copy of color for line and triangle primitives Note for dx: opengl 3.2 (maybe not gles) supports both flat interpolation convention (GL_FIRST_VERTEX_CONVENTION or GL_LAST_VERTEX_CONVENTION). It might be possible to shuffle vertex index to put the last vertex in first position. - buff[0] = head + 0; - buff[1] = head + 1; - buff[2] = head + 2; + buff[0] = head + 2; + buff[1] = head + 1; + buff[2] = head + 0; git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5718 96395faa-99c1-11dd-bbfe-3dabce05a288
This commit is contained in:
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6673166cb5
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@ -112,7 +112,7 @@ GSDeviceOGL::~GSDeviceOGL()
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delete m_vb;
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for (uint32 key = 0; key < VSSelector::size(); key++) m_shader->Delete(m_vs[key]);
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for (uint32 key = 0; key < GSSelector::size(); key++) m_shader->Delete(m_gs[key]);
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m_shader->Delete(m_gs);
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for (auto it = m_ps.begin(); it != m_ps.end() ; it++) m_shader->Delete(it->second);
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m_ps.clear();
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@ -578,25 +578,19 @@ GLuint GSDeviceOGL::CompileVS(VSSelector sel)
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std::string macro = format("#define VS_BPPZ %d\n", sel.bppz)
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+ format("#define VS_LOGZ %d\n", sel.logz)
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+ format("#define VS_TME %d\n", sel.tme)
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+ format("#define VS_FST %d\n", sel.fst);
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+ format("#define VS_FST %d\n", sel.fst)
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;
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return m_shader->Compile("tfx.glsl", "vs_main", GL_VERTEX_SHADER, tfx_glsl, macro);
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}
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/* Note: must be here because tfx_glsl is static */
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GLuint GSDeviceOGL::CompileGS(GSSelector sel)
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GLuint GSDeviceOGL::CompileGS()
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{
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// Easy case
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if(! (sel.prim > 0 && (sel.iip == 0 || sel.prim == 3)))
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return 0;
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std::string macro = format("#define GS_IIP %d\n", sel.iip)
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+ format("#define GS_PRIM %d\n", sel.prim);
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#ifdef ENABLE_GLES
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return 0;
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#else
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return m_shader->Compile("tfx.glsl", "gs_main", GL_GEOMETRY_SHADER, tfx_glsl, macro);
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return m_shader->Compile("tfx.glsl", "gs_main", GL_GEOMETRY_SHADER, tfx_glsl, "");
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#endif
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}
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@ -620,7 +614,9 @@ GLuint GSDeviceOGL::CompilePS(PSSelector sel)
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+ format("#define PS_DATE %d\n", sel.date)
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+ format("#define PS_SPRITEHACK %d\n", sel.spritehack)
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+ format("#define PS_TCOFFSETHACK %d\n", sel.tcoffsethack)
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+ format("#define PS_POINT_SAMPLER %d\n", sel.point_sampler);
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+ format("#define PS_POINT_SAMPLER %d\n", sel.point_sampler)
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+ format("#define PS_IIP %d\n", sel.iip)
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;
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return m_shader->Compile("tfx.glsl", "ps_main", GL_FRAGMENT_SHADER, tfx_glsl, macro);
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}
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@ -968,8 +964,7 @@ void GSDeviceOGL::PSSetShaderResource(GLuint sr)
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GLState::tex_unit[0] = sr;
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if (GLLoader::found_GL_ARB_multi_bind) {
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GLuint textures[1] = {sr};
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gl_BindTextures(0, 1, textures);
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gl_BindTextures(0, 1, &sr);
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} else {
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gl_ActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, sr);
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@ -326,27 +326,6 @@ class GSDeviceOGL : public GSDevice
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}
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};
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struct GSSelector
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{
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union
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{
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struct
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{
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uint32 iip:1;
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uint32 prim:2;
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};
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uint32 key;
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};
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operator uint32() {return key & 0x7;}
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GSSelector() : key(0) {}
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GSSelector(uint32 k) : key(k) {}
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static uint32 size() { return 1 << 3; }
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};
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struct PSSelector
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{
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union
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@ -371,12 +350,13 @@ class GSDeviceOGL : public GSDevice
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uint32 spritehack:1;
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uint32 tcoffsethack:1;
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uint32 point_sampler:1;
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uint32 iip:1;
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};
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uint32 key;
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};
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operator uint32() {return key & 0xfffffff;}
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operator uint32() {return key & 0x1fffffff;}
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PSSelector() : key(0) {}
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};
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@ -526,7 +506,7 @@ class GSDeviceOGL : public GSDevice
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GSShaderOGL* m_shader;
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GLuint m_vs[1<<5];
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GLuint m_gs[1<<3];
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GLuint m_gs;
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GLuint m_ps_ss[1<<3];
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GSDepthStencilOGL* m_om_dss[1<<6];
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hash_map<uint32, GLuint > m_ps;
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@ -617,7 +597,7 @@ class GSDeviceOGL : public GSDevice
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void CreateTextureFX();
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GLuint CompileVS(VSSelector sel);
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GLuint CompileGS(GSSelector sel);
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GLuint CompileGS();
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GLuint CompilePS(PSSelector sel);
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GLuint CreateSampler(bool bilinear, bool tau, bool tav);
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GLuint CreateSampler(PSSamplerSelector sel);
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@ -627,7 +607,7 @@ class GSDeviceOGL : public GSDevice
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void SetupIA(const void* vertex, int vertex_count, const uint32* index, int index_count, int prim);
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void SetupVS(VSSelector sel);
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void SetupGS(GSSelector sel);
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void SetupGS(bool enable);
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void SetupPS(PSSelector sel);
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void SetupCB(const VSConstantBuffer* vs_cb, const PSConstantBuffer* ps_cb);
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void SetupSampler(PSSelector sel, PSSamplerSelector ssel);
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@ -53,37 +53,7 @@ bool GSRendererOGL::CreateDevice(GSDevice* dev)
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void GSRendererOGL::EmulateGS()
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{
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switch(m_vt.m_primclass)
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{
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case GS_LINE_CLASS:
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if(PRIM->IIP == 0)
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{
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for(size_t i = 0, j = m_index.tail; i < j; i += 2)
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{
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uint32 tmp = m_index.buff[i + 0];
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m_index.buff[i + 0] = m_index.buff[i + 1];
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m_index.buff[i + 1] = tmp;
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}
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}
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break;
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case GS_TRIANGLE_CLASS:
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if(PRIM->IIP == 0)
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{
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for(size_t i = 0, j = m_index.tail; i < j; i += 3)
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{
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uint32 tmp = m_index.buff[i + 0];
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m_index.buff[i + 0] = m_index.buff[i + 2];
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m_index.buff[i + 2] = tmp;
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}
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}
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break;
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case GS_SPRITE_CLASS:
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if (m_vt.m_primclass != GS_SPRITE_CLASS) return;
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// each sprite converted to quad needs twice the space
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m_vertex.head = m_vertex.tail = m_vertex.next = count * 2;
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m_index.tail = count * 3;
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}
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break;
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default:
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__assume(0);
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}
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}
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void GSRendererOGL::SetupIA()
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@ -378,19 +342,15 @@ void GSRendererOGL::DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Sour
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vs_cb.Vertex_Scale_Offset = GSVector4(sx, sy, ox * sx + ox2 + 1, oy * sy + oy2 + 1);
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// END of FIXME
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// gs
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GSDeviceOGL::GSSelector gs_sel;
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gs_sel.iip = PRIM->IIP;
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gs_sel.prim = m_vt.m_primclass;
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// ps
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GSDeviceOGL::PSSelector ps_sel;
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GSDeviceOGL::PSSamplerSelector ps_ssel;
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GSDeviceOGL::PSConstantBuffer ps_cb;
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// GS_SPRITE_CLASS are already flat (either by CPU or the GS)
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ps_sel.iip = (m_vt.m_primclass == GS_SPRITE_CLASS) ? 1 : PRIM->IIP;
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if(DATE)
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{
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om_dssel.date = 1;
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// 2/ bindless texture uniform
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// 3/ others uniform?
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dev->SetupVS(vs_sel);
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dev->SetupGS(gs_sel);
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dev->SetupGS(m_vt.m_primclass == GS_SPRITE_CLASS);
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dev->SetupPS(ps_sel);
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// Note: bindless texture will use uniform so it must be done after the program setup
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@ -46,15 +46,9 @@ void GSDeviceOGL::CreateTextureFX()
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};
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m_vb = new GSVertexBufferStateOGL(sizeof(GSVertex), vert_format, countof(vert_format));
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// Compile some dummy shaders to allow modification inside Apitrace for debug
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CompileVS(VSSelector());
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CompileGS(GSSelector());
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CompilePS(PSSelector());
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// Pre compile all Geometry & Vertex Shader
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// It might cost a seconds at startup but it would reduce benchmark pollution
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for (uint32 key = 0; key < GSSelector::size(); key++)
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m_gs[key] = CompileGS(GSSelector(key));
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m_gs = CompileGS();
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for (uint32 key = 0; key < VSSelector::size(); key++)
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m_vs[key] = CompileVS(VSSelector(key));
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for (uint32 key = 0; key < OMDepthStencilSelector::size(); key++)
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m_om_dss[key] = CreateDepthStencil(OMDepthStencilSelector(key));
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}
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GLuint GSDeviceOGL::CreateSampler(PSSamplerSelector sel)
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m_shader->VS(vs);
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}
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void GSDeviceOGL::SetupGS(GSSelector sel)
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void GSDeviceOGL::SetupGS(bool enable)
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{
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GLuint gs = m_gs[sel];
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m_shader->GS(gs);
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if (enable)
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m_shader->GS(m_gs);
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else
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m_shader->GS(0);
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}
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void GSDeviceOGL::SetupPS(PSSelector sel)
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@ -528,11 +528,6 @@ static const char* tfx_glsl =
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"#define VS_LOGZ 0\n"
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"#endif\n"
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"\n"
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"#ifndef GS_IIP\n"
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"#define GS_IIP 0\n"
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"#define GS_PRIM 3\n"
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"#endif\n"
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"\n"
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"#ifndef PS_FST\n"
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"#define PS_FST 0\n"
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"#define PS_WMS 0\n"
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"#define PS_SPRITEHACK 0\n"
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"#define PS_POINT_SAMPLER 0\n"
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"#define PS_TCOFFSETHACK 0\n"
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"#define PS_IIP 1\n"
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"#endif\n"
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"\n"
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"struct vertex\n"
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"{\n"
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" vec4 t;\n"
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" vec4 tp;\n"
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" vec4 c;\n"
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" vec4 fc;\n"
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"};\n"
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"\n"
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"#ifdef VERTEX_SHADER\n"
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@ -575,28 +571,28 @@ static const char* tfx_glsl =
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"out SHADER\n"
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"{\n"
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" vec4 t;\n"
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" vec4 tp;\n"
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" vec4 c;\n"
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" flat vec4 fc;\n"
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"} VSout;\n"
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"\n"
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"#define VSout_t (VSout.t)\n"
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"#define VSout_tp (VSout.tp)\n"
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"#define VSout_c (VSout.c)\n"
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"#define VSout_fc (VSout.fc)\n"
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"\n"
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"#else\n"
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"\n"
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"#ifdef DISABLE_SSO\n"
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"out vec4 SHADERt;\n"
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"out vec4 SHADERtp;\n"
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"out vec4 SHADERc;\n"
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"flat out vec4 SHADERfc;\n"
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"#else\n"
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"layout(location = 0) out vec4 SHADERt;\n"
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"layout(location = 1) out vec4 SHADERtp;\n"
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"layout(location = 2) out vec4 SHADERc;\n"
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"layout(location = 1) out vec4 SHADERc;\n"
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"flat layout(location = 2) out vec4 SHADERfc;\n"
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"#endif\n"
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"#define VSout_t SHADERt\n"
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"#define VSout_tp SHADERtp\n"
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"#define VSout_c SHADERc\n"
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"#define VSout_fc SHADERfc\n"
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"\n"
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"#endif\n"
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"\n"
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@ -666,6 +662,7 @@ static const char* tfx_glsl =
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" }\n"
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"\n"
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" VSout_c = i_c;\n"
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" VSout_fc = i_c;\n"
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" VSout_t.z = i_f.r;\n"
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"}\n"
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"\n"
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@ -689,85 +686,26 @@ static const char* tfx_glsl =
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"in SHADER\n"
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"{\n"
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" vec4 t;\n"
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" vec4 tp;\n"
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" vec4 c;\n"
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" flat vec4 fc;\n"
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"} GSin[];\n"
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"\n"
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"out SHADER\n"
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"{\n"
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" vec4 t;\n"
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" vec4 tp;\n"
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" vec4 c;\n"
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" flat vec4 fc;\n"
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"} GSout;\n"
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"\n"
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"void out_vertex(in vertex v)\n"
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"{\n"
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" GSout.t = v.t;\n"
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" GSout.tp = v.tp;\n"
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" GSout.c = v.c;\n"
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" GSout.fc = v.fc;\n"
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" gl_PrimitiveID = gl_PrimitiveIDIn;\n"
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" EmitVertex();\n"
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"}\n"
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"\n"
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"void out_vertex_elem(in vec4 t, in vec4 tp, in vec4 c)\n"
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"{\n"
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" GSout.t = t;\n"
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" GSout.tp = tp;\n"
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" GSout.c = c;\n"
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" gl_PrimitiveID = gl_PrimitiveIDIn;\n"
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" EmitVertex();\n"
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"}\n"
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"\n"
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"#if GS_PRIM == 0\n"
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"layout(points) in;\n"
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"layout(points, max_vertices = 1) out;\n"
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"\n"
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"void gs_main()\n"
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"{\n"
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" for(int i = 0; i < gl_in.length(); i++) {\n"
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" gl_Position = gl_in[i].gl_Position;\n"
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" out_vertex_elem(GSin[i].t, GSin[i].tp, GSin[i].c);\n"
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" }\n"
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" EndPrimitive();\n"
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"}\n"
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"\n"
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"#elif GS_PRIM == 1\n"
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"layout(lines) in;\n"
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"layout(line_strip, max_vertices = 2) out;\n"
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"\n"
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"void gs_main()\n"
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"{\n"
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" for(int i = 0; i < gl_in.length(); i++) {\n"
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" gl_Position = gl_in[i].gl_Position;\n"
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"#if GS_IIP == 0\n"
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" // use latest color\n"
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" out_vertex_elem(GSin[i].t, GSin[i].tp, GSin[1].c);\n"
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"#else\n"
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" out_vertex_elem(GSin[i].t, GSin[i].tp, GSin[i].c);\n"
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"#endif\n"
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" }\n"
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" EndPrimitive();\n"
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"}\n"
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"\n"
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"#elif GS_PRIM == 2\n"
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"layout(triangles) in;\n"
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"layout(triangle_strip, max_vertices = 3) out;\n"
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"\n"
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"void gs_main()\n"
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"{\n"
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" for(int i = 0; i < gl_in.length(); i++) {\n"
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" gl_Position = gl_in[i].gl_Position;\n"
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"#if GS_IIP == 0\n"
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" // use latest color\n"
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" out_vertex_elem(GSin[i].t, GSin[i].tp, GSin[2].c);\n"
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"#else\n"
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" out_vertex_elem(GSin[i].t, GSin[i].tp, GSin[i].c);\n"
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"#endif\n"
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" }\n"
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" EndPrimitive();\n"
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"}\n"
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"\n"
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"#elif GS_PRIM == 3\n"
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"layout(lines) in;\n"
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"layout(triangle_strip, max_vertices = 6) out;\n"
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"\n"
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@ -775,23 +713,22 @@ static const char* tfx_glsl =
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"{\n"
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" // left top => GSin[0];\n"
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" // right bottom => GSin[1];\n"
|
||||
" vertex rb = vertex(GSin[1].t, GSin[1].tp, GSin[1].c);\n"
|
||||
" vertex lt = vertex(GSin[0].t, GSin[0].tp, GSin[0].c);\n"
|
||||
"#if 0\n"
|
||||
" vertex rb = GSin[1];\n"
|
||||
" vertex lt = GSin[0];\n"
|
||||
"#endif\n"
|
||||
" vertex rb = vertex(GSin[1].t, GSin[1].c, GSin[1].fc);\n"
|
||||
" vertex lt = vertex(GSin[0].t, GSin[0].c, GSin[0].fc);\n"
|
||||
"\n"
|
||||
" vec4 rb_p = gl_in[1].gl_Position;\n"
|
||||
" vec4 lb_p = gl_in[1].gl_Position;\n"
|
||||
" vec4 rt_p = gl_in[1].gl_Position;\n"
|
||||
" vec4 lt_p = gl_in[0].gl_Position;\n"
|
||||
"\n"
|
||||
" // flat depth\n"
|
||||
" lt_p.z = rb_p.z;\n"
|
||||
" // flat fog and texture perspective\n"
|
||||
" lt.t.zw = rb.t.zw;\n"
|
||||
"#if GS_IIP == 0\n"
|
||||
" // flat color\n"
|
||||
" lt.c = rb.c;\n"
|
||||
"#endif\n"
|
||||
"\n"
|
||||
" // Swap texture and position coordinate\n"
|
||||
" vertex lb = rb;\n"
|
||||
" lb_p.x = lt_p.x;\n"
|
||||
" lb.t.x = lt.t.x;\n"
|
||||
|
@ -827,8 +764,6 @@ static const char* tfx_glsl =
|
|||
"\n"
|
||||
"#endif\n"
|
||||
"\n"
|
||||
"#endif\n"
|
||||
"\n"
|
||||
"#ifdef FRAGMENT_SHADER\n"
|
||||
"\n"
|
||||
"#if !GL_ES && __VERSION__ > 140\n"
|
||||
|
@ -836,28 +771,28 @@ static const char* tfx_glsl =
|
|||
"in SHADER\n"
|
||||
"{\n"
|
||||
" vec4 t;\n"
|
||||
" vec4 tp;\n"
|
||||
" vec4 c;\n"
|
||||
" flat vec4 fc;\n"
|
||||
"} PSin;\n"
|
||||
"\n"
|
||||
"#define PSin_t (PSin.t)\n"
|
||||
"#define PSin_tp (PSin.tp)\n"
|
||||
"#define PSin_c (PSin.c)\n"
|
||||
"#define PSin_fc (PSin.fc)\n"
|
||||
"\n"
|
||||
"#else\n"
|
||||
"\n"
|
||||
"#ifdef DISABLE_SSO\n"
|
||||
"in vec4 SHADERt;\n"
|
||||
"in vec4 SHADERtp;\n"
|
||||
"in vec4 SHADERc;\n"
|
||||
"flat in vec4 SHADERfc;\n"
|
||||
"#else\n"
|
||||
"layout(location = 0) in vec4 SHADERt;\n"
|
||||
"layout(location = 1) in vec4 SHADERtp;\n"
|
||||
"layout(location = 2) in vec4 SHADERc;\n"
|
||||
"layout(location = 1) in vec4 SHADERc;\n"
|
||||
"flat layout(location = 2) in vec4 SHADERfc;\n"
|
||||
"#endif\n"
|
||||
"#define PSin_t SHADERt\n"
|
||||
"#define PSin_tp SHADERtp\n"
|
||||
"#define PSin_c SHADERc\n"
|
||||
"#define PSin_fc SHADERfc\n"
|
||||
"\n"
|
||||
"#endif\n"
|
||||
"\n"
|
||||
|
@ -1153,6 +1088,7 @@ static const char* tfx_glsl =
|
|||
" return clamp(c_out, vec4(0.0f, 0.0f, 0.0f, 0.0f), vec4(1.0f, 1.0f, 1.0f, 1.0f));\n"
|
||||
"}\n"
|
||||
"\n"
|
||||
"#if 0\n"
|
||||
"void datst()\n"
|
||||
"{\n"
|
||||
"#if PS_DATE > 0\n"
|
||||
|
@ -1165,6 +1101,7 @@ static const char* tfx_glsl =
|
|||
" discard;\n"
|
||||
"#endif\n"
|
||||
"}\n"
|
||||
"#endif\n"
|
||||
"\n"
|
||||
"// Note layout stuff might require gl4.3\n"
|
||||
"#ifdef SUBROUTINE_GL40\n"
|
||||
|
@ -1343,11 +1280,13 @@ static const char* tfx_glsl =
|
|||
"\n"
|
||||
"vec4 ps_color()\n"
|
||||
"{\n"
|
||||
" //datst();\n"
|
||||
"\n"
|
||||
" vec4 t = sample_color(PSin_t.xy, PSin_t.w);\n"
|
||||
"\n"
|
||||
"#if PS_IIP == 1\n"
|
||||
" vec4 c = tfx(t, PSin_c);\n"
|
||||
"#else\n"
|
||||
" vec4 c = tfx(t, PSin_fc);\n"
|
||||
"#endif\n"
|
||||
"\n"
|
||||
" atst(c);\n"
|
||||
"\n"
|
||||
|
|
|
@ -18,11 +18,6 @@
|
|||
#define VS_LOGZ 0
|
||||
#endif
|
||||
|
||||
#ifndef GS_IIP
|
||||
#define GS_IIP 0
|
||||
#define GS_PRIM 3
|
||||
#endif
|
||||
|
||||
#ifndef PS_FST
|
||||
#define PS_FST 0
|
||||
#define PS_WMS 0
|
||||
|
@ -42,13 +37,14 @@
|
|||
#define PS_SPRITEHACK 0
|
||||
#define PS_POINT_SAMPLER 0
|
||||
#define PS_TCOFFSETHACK 0
|
||||
#define PS_IIP 1
|
||||
#endif
|
||||
|
||||
struct vertex
|
||||
{
|
||||
vec4 t;
|
||||
vec4 tp;
|
||||
vec4 c;
|
||||
vec4 fc;
|
||||
};
|
||||
|
||||
#ifdef VERTEX_SHADER
|
||||
|
@ -65,28 +61,28 @@ layout(location = 6) in vec4 i_f;
|
|||
out SHADER
|
||||
{
|
||||
vec4 t;
|
||||
vec4 tp;
|
||||
vec4 c;
|
||||
flat vec4 fc;
|
||||
} VSout;
|
||||
|
||||
#define VSout_t (VSout.t)
|
||||
#define VSout_tp (VSout.tp)
|
||||
#define VSout_c (VSout.c)
|
||||
#define VSout_fc (VSout.fc)
|
||||
|
||||
#else
|
||||
|
||||
#ifdef DISABLE_SSO
|
||||
out vec4 SHADERt;
|
||||
out vec4 SHADERtp;
|
||||
out vec4 SHADERc;
|
||||
flat out vec4 SHADERfc;
|
||||
#else
|
||||
layout(location = 0) out vec4 SHADERt;
|
||||
layout(location = 1) out vec4 SHADERtp;
|
||||
layout(location = 2) out vec4 SHADERc;
|
||||
layout(location = 1) out vec4 SHADERc;
|
||||
flat layout(location = 2) out vec4 SHADERfc;
|
||||
#endif
|
||||
#define VSout_t SHADERt
|
||||
#define VSout_tp SHADERtp
|
||||
#define VSout_c SHADERc
|
||||
#define VSout_fc SHADERfc
|
||||
|
||||
#endif
|
||||
|
||||
|
@ -156,6 +152,7 @@ void vs_main()
|
|||
}
|
||||
|
||||
VSout_c = i_c;
|
||||
VSout_fc = i_c;
|
||||
VSout_t.z = i_f.r;
|
||||
}
|
||||
|
||||
|
@ -179,85 +176,26 @@ out gl_PerVertex {
|
|||
in SHADER
|
||||
{
|
||||
vec4 t;
|
||||
vec4 tp;
|
||||
vec4 c;
|
||||
flat vec4 fc;
|
||||
} GSin[];
|
||||
|
||||
out SHADER
|
||||
{
|
||||
vec4 t;
|
||||
vec4 tp;
|
||||
vec4 c;
|
||||
flat vec4 fc;
|
||||
} GSout;
|
||||
|
||||
void out_vertex(in vertex v)
|
||||
{
|
||||
GSout.t = v.t;
|
||||
GSout.tp = v.tp;
|
||||
GSout.c = v.c;
|
||||
GSout.fc = v.fc;
|
||||
gl_PrimitiveID = gl_PrimitiveIDIn;
|
||||
EmitVertex();
|
||||
}
|
||||
|
||||
void out_vertex_elem(in vec4 t, in vec4 tp, in vec4 c)
|
||||
{
|
||||
GSout.t = t;
|
||||
GSout.tp = tp;
|
||||
GSout.c = c;
|
||||
gl_PrimitiveID = gl_PrimitiveIDIn;
|
||||
EmitVertex();
|
||||
}
|
||||
|
||||
#if GS_PRIM == 0
|
||||
layout(points) in;
|
||||
layout(points, max_vertices = 1) out;
|
||||
|
||||
void gs_main()
|
||||
{
|
||||
for(int i = 0; i < gl_in.length(); i++) {
|
||||
gl_Position = gl_in[i].gl_Position;
|
||||
out_vertex_elem(GSin[i].t, GSin[i].tp, GSin[i].c);
|
||||
}
|
||||
EndPrimitive();
|
||||
}
|
||||
|
||||
#elif GS_PRIM == 1
|
||||
layout(lines) in;
|
||||
layout(line_strip, max_vertices = 2) out;
|
||||
|
||||
void gs_main()
|
||||
{
|
||||
for(int i = 0; i < gl_in.length(); i++) {
|
||||
gl_Position = gl_in[i].gl_Position;
|
||||
#if GS_IIP == 0
|
||||
// use latest color
|
||||
out_vertex_elem(GSin[i].t, GSin[i].tp, GSin[1].c);
|
||||
#else
|
||||
out_vertex_elem(GSin[i].t, GSin[i].tp, GSin[i].c);
|
||||
#endif
|
||||
}
|
||||
EndPrimitive();
|
||||
}
|
||||
|
||||
#elif GS_PRIM == 2
|
||||
layout(triangles) in;
|
||||
layout(triangle_strip, max_vertices = 3) out;
|
||||
|
||||
void gs_main()
|
||||
{
|
||||
for(int i = 0; i < gl_in.length(); i++) {
|
||||
gl_Position = gl_in[i].gl_Position;
|
||||
#if GS_IIP == 0
|
||||
// use latest color
|
||||
out_vertex_elem(GSin[i].t, GSin[i].tp, GSin[2].c);
|
||||
#else
|
||||
out_vertex_elem(GSin[i].t, GSin[i].tp, GSin[i].c);
|
||||
#endif
|
||||
}
|
||||
EndPrimitive();
|
||||
}
|
||||
|
||||
#elif GS_PRIM == 3
|
||||
layout(lines) in;
|
||||
layout(triangle_strip, max_vertices = 6) out;
|
||||
|
||||
|
@ -265,23 +203,22 @@ void gs_main()
|
|||
{
|
||||
// left top => GSin[0];
|
||||
// right bottom => GSin[1];
|
||||
vertex rb = vertex(GSin[1].t, GSin[1].tp, GSin[1].c);
|
||||
vertex lt = vertex(GSin[0].t, GSin[0].tp, GSin[0].c);
|
||||
#if 0
|
||||
vertex rb = GSin[1];
|
||||
vertex lt = GSin[0];
|
||||
#endif
|
||||
vertex rb = vertex(GSin[1].t, GSin[1].c, GSin[1].fc);
|
||||
vertex lt = vertex(GSin[0].t, GSin[0].c, GSin[0].fc);
|
||||
|
||||
vec4 rb_p = gl_in[1].gl_Position;
|
||||
vec4 lb_p = gl_in[1].gl_Position;
|
||||
vec4 rt_p = gl_in[1].gl_Position;
|
||||
vec4 lt_p = gl_in[0].gl_Position;
|
||||
|
||||
// flat depth
|
||||
lt_p.z = rb_p.z;
|
||||
// flat fog and texture perspective
|
||||
lt.t.zw = rb.t.zw;
|
||||
#if GS_IIP == 0
|
||||
// flat color
|
||||
lt.c = rb.c;
|
||||
#endif
|
||||
|
||||
// Swap texture and position coordinate
|
||||
vertex lb = rb;
|
||||
lb_p.x = lt_p.x;
|
||||
lb.t.x = lt.t.x;
|
||||
|
@ -317,8 +254,6 @@ void gs_main()
|
|||
|
||||
#endif
|
||||
|
||||
#endif
|
||||
|
||||
#ifdef FRAGMENT_SHADER
|
||||
|
||||
#if !GL_ES && __VERSION__ > 140
|
||||
|
@ -326,28 +261,28 @@ void gs_main()
|
|||
in SHADER
|
||||
{
|
||||
vec4 t;
|
||||
vec4 tp;
|
||||
vec4 c;
|
||||
flat vec4 fc;
|
||||
} PSin;
|
||||
|
||||
#define PSin_t (PSin.t)
|
||||
#define PSin_tp (PSin.tp)
|
||||
#define PSin_c (PSin.c)
|
||||
#define PSin_fc (PSin.fc)
|
||||
|
||||
#else
|
||||
|
||||
#ifdef DISABLE_SSO
|
||||
in vec4 SHADERt;
|
||||
in vec4 SHADERtp;
|
||||
in vec4 SHADERc;
|
||||
flat in vec4 SHADERfc;
|
||||
#else
|
||||
layout(location = 0) in vec4 SHADERt;
|
||||
layout(location = 1) in vec4 SHADERtp;
|
||||
layout(location = 2) in vec4 SHADERc;
|
||||
layout(location = 1) in vec4 SHADERc;
|
||||
flat layout(location = 2) in vec4 SHADERfc;
|
||||
#endif
|
||||
#define PSin_t SHADERt
|
||||
#define PSin_tp SHADERtp
|
||||
#define PSin_c SHADERc
|
||||
#define PSin_fc SHADERfc
|
||||
|
||||
#endif
|
||||
|
||||
|
@ -643,6 +578,7 @@ vec4 tfx(vec4 t, vec4 c)
|
|||
return clamp(c_out, vec4(0.0f, 0.0f, 0.0f, 0.0f), vec4(1.0f, 1.0f, 1.0f, 1.0f));
|
||||
}
|
||||
|
||||
#if 0
|
||||
void datst()
|
||||
{
|
||||
#if PS_DATE > 0
|
||||
|
@ -655,6 +591,7 @@ void datst()
|
|||
discard;
|
||||
#endif
|
||||
}
|
||||
#endif
|
||||
|
||||
// Note layout stuff might require gl4.3
|
||||
#ifdef SUBROUTINE_GL40
|
||||
|
@ -833,11 +770,13 @@ void fog(vec4 c, float f)
|
|||
|
||||
vec4 ps_color()
|
||||
{
|
||||
//datst();
|
||||
|
||||
vec4 t = sample_color(PSin_t.xy, PSin_t.w);
|
||||
|
||||
#if PS_IIP == 1
|
||||
vec4 c = tfx(t, PSin_c);
|
||||
#else
|
||||
vec4 c = tfx(t, PSin_fc);
|
||||
#endif
|
||||
|
||||
atst(c);
|
||||
|
||||
|
|
Loading…
Reference in New Issue