mirror of https://github.com/PCSX2/pcsx2.git
gsdx-ogl: GL_ARB_shading_language_420pack is now mandatory
All API/drivers support it so time to remove the fallback.
This commit is contained in:
parent
aaf3fe8b19
commit
d37cc8e1e7
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@ -98,10 +98,6 @@ PFNGLGETPROGRAMPIPELINEINFOLOGPROC gl_GetProgramPipelineInfoLog = NU
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PFNGLUSEPROGRAMPROC gl_UseProgram = NULL;
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PFNGLGETSHADERINFOLOGPROC gl_GetShaderInfoLog = NULL;
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PFNGLPROGRAMUNIFORM1IPROC gl_ProgramUniform1i = NULL;
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// NO GL4.2
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PFNGLGETUNIFORMBLOCKINDEXPROC gl_GetUniformBlockIndex = NULL;
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PFNGLUNIFORMBLOCKBINDINGPROC gl_UniformBlockBinding = NULL;
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PFNGLGETUNIFORMLOCATIONPROC gl_GetUniformLocation = NULL;
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// GL4.3
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PFNGLCOPYIMAGESUBDATAPROC gl_CopyImageSubData = NULL;
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// GL4.2
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@ -159,7 +155,7 @@ namespace GLLoader {
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bool in_replayer = false;
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// Optional
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bool found_GL_ARB_separate_shader_objects = false;
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bool found_GL_ARB_separate_shader_objects = false; // Issue with Mesa and Catalyst...
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bool found_geometry_shader = true; // we require GL3.3 so geometry must be supported by default
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bool found_GL_ARB_clear_texture = false; // Don't know if GL3 GPU can support it
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bool found_GL_ARB_buffer_storage = false;
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@ -175,21 +171,22 @@ namespace GLLoader {
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bool found_GL_ARB_clip_control = false;
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bool found_GL_ARB_direct_state_access = false;
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// Mandatory for FULL GL (but optional for GLES)
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bool found_GL_ARB_shading_language_420pack = false; // GLES 3.1 ???
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// Mandatory for opengl ES (allow to use GL code)
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bool found_GL_EXT_shader_io_blocks = false;
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// Mandatory
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bool found_GL_ARB_texture_storage = false;
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bool found_GL_ARB_shading_language_420pack = false;
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static bool status_and_override(bool& found, const std::string& name, bool mandatory = false)
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{
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if (!found) {
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if(mandatory) {
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fprintf(stderr, "ERROR: %s is NOT SUPPORTED\n", name.c_str());
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return false;
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} else {
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fprintf(stderr, "INFO: %s is NOT SUPPORTED\n", name.c_str());
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if(mandatory) return false;
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}
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} else {
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fprintf(stderr, "INFO: %s is available\n", name.c_str());
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}
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@ -320,7 +317,7 @@ namespace GLLoader {
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status &= status_and_override(found_GL_ARB_shader_subroutine,"GL_ARB_shader_subroutine");
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// GL4.2
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status &= status_and_override(found_GL_ARB_shader_image_load_store,"GL_ARB_shader_image_load_store");
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status &= status_and_override(found_GL_ARB_shading_language_420pack,"GL_ARB_shading_language_420pack"); // Mostly mandatory. Some Nvidia driver failed to report it correctly
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status &= status_and_override(found_GL_ARB_shading_language_420pack,"GL_ARB_shading_language_420pack", true);
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status &= status_and_override(found_GL_ARB_texture_storage, "GL_ARB_texture_storage", true);
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// GL4.3
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status &= status_and_override(found_GL_ARB_explicit_uniform_location,"GL_ARB_explicit_uniform_location");
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@ -282,10 +282,6 @@ extern PFNGLGETPROGRAMPIPELINEINFOLOGPROC gl_GetProgramPipelineInfoLog;
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extern PFNGLUSEPROGRAMPROC gl_UseProgram;
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extern PFNGLGETSHADERINFOLOGPROC gl_GetShaderInfoLog;
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extern PFNGLPROGRAMUNIFORM1IPROC gl_ProgramUniform1i;
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// NO GL4.2
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extern PFNGLGETUNIFORMBLOCKINDEXPROC gl_GetUniformBlockIndex;
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extern PFNGLUNIFORMBLOCKBINDINGPROC gl_UniformBlockBinding;
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extern PFNGLGETUNIFORMLOCATIONPROC gl_GetUniformLocation;
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// GL4.2
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extern PFNGLBINDIMAGETEXTUREPROC gl_BindImageTexture;
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extern PFNGLMEMORYBARRIERPROC gl_MemoryBarrier;
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@ -403,9 +399,6 @@ extern PFNGLCLIPCONTROLPROC gl_ClipControl;
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#define gl_GetShaderInfoLog glGetShaderInfoLog
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#define gl_ProgramUniform1i glProgramUniform1i
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#define gl_GetUniformBlockIndex glGetUniformBlockIndex
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#define gl_UniformBlockBinding glUniformBlockBinding
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#define gl_GetUniformLocation glGetUniformLocation
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#endif
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@ -129,29 +129,6 @@ void GSShaderOGL::GS(GLuint s)
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}
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}
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void GSShaderOGL::SetUniformBinding(GLuint prog, const GLchar* name, GLuint binding)
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{
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GLuint index;
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index = gl_GetUniformBlockIndex(prog, name);
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if (index != GL_INVALID_INDEX) {
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gl_UniformBlockBinding(prog, index, binding);
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}
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}
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void GSShaderOGL::SetSamplerBinding(GLuint prog, const GLchar* name, GLuint binding)
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{
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GLint loc = gl_GetUniformLocation(prog, name);
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if (loc != -1) {
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if (GLLoader::found_GL_ARB_separate_shader_objects) {
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#ifndef ENABLE_GLES
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gl_ProgramUniform1i(prog, loc, binding);
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#endif
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} else {
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gl_Uniform1i(loc, binding);
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}
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}
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}
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void GSShaderOGL::SetupRessources()
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{
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#ifndef ENABLE_GLES
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@ -172,37 +149,6 @@ void GSShaderOGL::SetupRessources()
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#endif
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}
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void GSShaderOGL::SetupUniform()
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{
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if (GLLoader::found_GL_ARB_shading_language_420pack) return;
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if (GLLoader::found_GL_ARB_separate_shader_objects) {
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SetUniformBinding(GLState::vs, "cb20", 20);
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SetUniformBinding(GLState::ps, "cb21", 21);
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SetUniformBinding(GLState::ps, "cb10", 10);
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SetUniformBinding(GLState::ps, "cb11", 11);
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SetUniformBinding(GLState::ps, "cb12", 12);
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SetUniformBinding(GLState::ps, "cb13", 13);
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SetSamplerBinding(GLState::ps, "TextureSampler", 0);
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SetSamplerBinding(GLState::ps, "PaletteSampler", 1);
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//SetSamplerBinding(GLState::ps, "RTCopySampler", 2);
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} else {
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SetUniformBinding(GLState::program, "cb20", 20);
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SetUniformBinding(GLState::program, "cb21", 21);
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SetUniformBinding(GLState::program, "cb10", 10);
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SetUniformBinding(GLState::program, "cb11", 11);
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SetUniformBinding(GLState::program, "cb12", 12);
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SetUniformBinding(GLState::program, "cb13", 13);
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SetSamplerBinding(GLState::program, "TextureSampler", 0);
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SetSamplerBinding(GLState::program, "PaletteSampler", 1);
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//SetSamplerBinding(GLState::program, "RTCopySampler", 2);
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}
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}
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void GSShaderOGL::SetupSubroutineUniform()
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{
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#ifndef ENABLE_GLES
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@ -326,9 +272,6 @@ void GSShaderOGL::UseProgram()
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ValidateProgram(GLState::program);
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gl_UseProgram(GLState::program);
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// warning it must be done after the "setup" of the program
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SetupUniform();
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} else {
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GLuint prog = it->second;
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if (prog != GLState::program) {
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@ -339,8 +282,6 @@ void GSShaderOGL::UseProgram()
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} else {
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ValidatePipeline(m_pipeline);
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SetupUniform();
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}
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}
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@ -356,12 +297,8 @@ std::string GSShaderOGL::GenGlslHeader(const std::string& entry, GLenum type, co
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std::string header;
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#ifndef ENABLE_GLES
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header = "#version 330 core\n";
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if (GLLoader::found_GL_ARB_shading_language_420pack) {
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// Need GL version 420
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header += "#extension GL_ARB_shading_language_420pack: require\n";
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} else {
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header += "#define DISABLE_GL42\n";
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}
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if (GLLoader::found_GL_ARB_separate_shader_objects) {
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// Need GL version 410
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header += "#extension GL_ARB_separate_shader_objects: require\n";
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@ -395,8 +332,7 @@ std::string GSShaderOGL::GenGlslHeader(const std::string& entry, GLenum type, co
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#else // ENABLE_GLES
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header = "#version 310 es\n";
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header += "#extension GL_EXT_shader_io_blocks: require\n";
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// Disable full GL features
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header += "#define DISABLE_GL42\n";
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// Disable full GL features (actually GLES3.1 could support it)
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header += "#define DISABLE_GL42_image\n";
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#endif
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@ -32,12 +32,8 @@ class GSShaderOGL {
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GLuint m_ps_sub[5];
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void SetupSubroutineUniform();
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void SetupUniform();
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void SetupRessources();
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void SetUniformBinding(GLuint prog, const GLchar* name, GLuint binding);
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void SetSamplerBinding(GLuint prog, const GLchar* name, GLuint binding);
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bool ValidateShader(GLuint p);
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bool ValidateProgram(GLuint p);
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bool ValidatePipeline(GLuint p);
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@ -101,10 +101,6 @@ void GSWndGL::PopulateGlFunction()
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*(void**)&(gl_UseProgram) = GetProcAddress("glUseProgram");
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*(void**)&(gl_GetShaderInfoLog) = GetProcAddress("glGetShaderInfoLog");
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*(void**)&(gl_LinkProgram) = GetProcAddress("glLinkProgram");
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// NO GL4.2
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*(void**)&(gl_GetUniformBlockIndex) = GetProcAddress("glGetUniformBlockIndex");
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*(void**)&(gl_UniformBlockBinding) = GetProcAddress("glUniformBlockBinding");
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*(void**)&(gl_GetUniformLocation) = GetProcAddress("glGetUniformLocation");
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// GL4.2
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*(void**)&(gl_BindImageTexture) = GetProcAddress("glBindImageTexture", true);
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*(void**)&(gl_MemoryBarrier) = GetProcAddress("glMemoryBarrier", true);
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@ -67,12 +67,8 @@ layout(location = 0) out vec4 SV_Target0;
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#ifdef ENABLE_BINDLESS_TEX
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layout(bindless_sampler, location = 0) uniform sampler2D TextureSampler;
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#else
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#ifdef DISABLE_GL42
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uniform sampler2D TextureSampler;
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#else
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layout(binding = 0) uniform sampler2D TextureSampler;
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#endif
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#endif
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vec4 sample_c()
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{
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@ -92,12 +92,8 @@ static const char* convert_glsl =
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"#ifdef ENABLE_BINDLESS_TEX\n"
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"layout(bindless_sampler, location = 0) uniform sampler2D TextureSampler;\n"
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"#else\n"
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"#ifdef DISABLE_GL42\n"
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"uniform sampler2D TextureSampler;\n"
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"#else\n"
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"layout(binding = 0) uniform sampler2D TextureSampler;\n"
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"#endif\n"
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"#endif\n"
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"\n"
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"vec4 sample_c()\n"
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"{\n"
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@ -275,11 +271,7 @@ static const char* interlace_glsl =
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"\n"
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"layout(location = 0) out vec4 SV_Target0;\n"
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"\n"
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"#ifdef DISABLE_GL42\n"
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"layout(std140) uniform cb11\n"
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"#else\n"
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"layout(std140, binding = 11) uniform cb11\n"
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"#endif\n"
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"{\n"
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" vec2 ZrH;\n"
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" float hH;\n"
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@ -288,12 +280,8 @@ static const char* interlace_glsl =
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"#ifdef ENABLE_BINDLESS_TEX\n"
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"layout(bindless_sampler, location = 0) uniform sampler2D TextureSampler;\n"
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"#else\n"
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"#ifdef DISABLE_GL42\n"
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"uniform sampler2D TextureSampler;\n"
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"#else\n"
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"layout(binding = 0) uniform sampler2D TextureSampler;\n"
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"#endif\n"
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"#endif\n"
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"\n"
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"// TODO ensure that clip (discard) is < 0 and not <= 0 ???\n"
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"void ps_main0()\n"
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@ -357,11 +345,7 @@ static const char* merge_glsl =
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"\n"
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"layout(location = 0) out vec4 SV_Target0;\n"
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"\n"
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"#ifdef DISABLE_GL42\n"
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"layout(std140) uniform cb10\n"
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"#else\n"
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"layout(std140, binding = 10) uniform cb10\n"
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"#endif\n"
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"{\n"
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" vec4 BGColor;\n"
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"};\n"
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@ -369,12 +353,8 @@ static const char* merge_glsl =
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"#ifdef ENABLE_BINDLESS_TEX\n"
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"layout(bindless_sampler, location = 0) uniform sampler2D TextureSampler;\n"
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"#else\n"
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"#ifdef DISABLE_GL42\n"
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"uniform sampler2D TextureSampler;\n"
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"#else\n"
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"layout(binding = 0) uniform sampler2D TextureSampler;\n"
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"#endif\n"
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"#endif\n"
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"\n"
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"void ps_main0()\n"
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"{\n"
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@ -421,11 +401,7 @@ static const char* shadeboost_glsl =
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"\n"
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"layout(location = 0) out vec4 SV_Target0;\n"
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"\n"
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"#ifdef DISABLE_GL42\n"
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"layout(std140) uniform cb12\n"
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"#else\n"
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"layout(std140, binding = 12) uniform cb12\n"
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"#endif\n"
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"{\n"
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" vec4 BGColor;\n"
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"};\n"
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@ -433,12 +409,8 @@ static const char* shadeboost_glsl =
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"#ifdef ENABLE_BINDLESS_TEX\n"
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"layout(bindless_sampler, location = 0) uniform sampler2D TextureSampler;\n"
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"#else\n"
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"#ifdef DISABLE_GL42\n"
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"uniform sampler2D TextureSampler;\n"
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"#else\n"
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"layout(binding = 0) uniform sampler2D TextureSampler;\n"
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"#endif\n"
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"#endif\n"
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"\n"
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"// For all settings: 1.0 = 100% 0.5=50% 1.5 = 150% \n"
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"vec4 ContrastSaturationBrightness(vec4 color)\n"
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@ -554,11 +526,7 @@ static const char* tfx_glsl =
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"#endif\n"
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"};\n"
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"\n"
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"#ifdef DISABLE_GL42\n"
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"layout(std140) uniform cb20\n"
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"#else\n"
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"layout(std140, binding = 20) uniform cb20\n"
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"#endif\n"
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"{\n"
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" vec2 VertexScale;\n"
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" vec2 VertexOffset;\n"
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"layout(bindless_sampler, location = 0) uniform sampler2D TextureSampler;\n"
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"layout(bindless_sampler, location = 1) uniform sampler2D PaletteSampler;\n"
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"#else\n"
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"#ifdef DISABLE_GL42\n"
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"uniform sampler2D TextureSampler;\n"
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"uniform sampler2D PaletteSampler;\n"
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"#else\n"
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"layout(binding = 0) uniform sampler2D TextureSampler;\n"
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"layout(binding = 1) uniform sampler2D PaletteSampler;\n"
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"#endif\n"
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"#endif\n"
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"\n"
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"#ifndef DISABLE_GL42_image\n"
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"#if PS_DATE > 0\n"
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@ -820,11 +783,7 @@ static const char* tfx_glsl =
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"#endif\n"
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"#endif\n"
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"\n"
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"#ifdef DISABLE_GL42\n"
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"layout(std140) uniform cb21\n"
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"#else\n"
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"layout(std140, binding = 21) uniform cb21\n"
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"#endif\n"
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"{\n"
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" vec3 FogColor;\n"
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" float AREF;\n"
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@ -1638,11 +1597,7 @@ static const char* old_fxaa_fx =
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" vec2 t;\n"
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"};\n"
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"\n"
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"#ifdef DISABLE_GL42\n"
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"layout(std140) uniform cb13\n"
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"#else\n"
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"layout(std140, binding = 13) uniform cb13\n"
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"#endif\n"
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"{\n"
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" vec4 _rcpFrame;\n"
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" vec4 _rcpFrameOpt;\n"
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@ -1651,12 +1606,8 @@ static const char* old_fxaa_fx =
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"#ifdef ENABLE_BINDLESS_TEX\n"
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"layout(bindless_sampler, location = 0) uniform sampler2D TextureSampler;\n"
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"#else\n"
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"#ifdef DISABLE_GL42\n"
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"uniform sampler2D TextureSampler;\n"
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"#else\n"
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"layout(binding = 0) uniform sampler2D TextureSampler;\n"
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"#endif\n"
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"#endif\n"
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"\n"
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"in SHADER\n"
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"{\n"
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@ -19,11 +19,7 @@ in SHADER
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layout(location = 0) out vec4 SV_Target0;
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#ifdef DISABLE_GL42
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layout(std140) uniform cb11
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#else
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layout(std140, binding = 11) uniform cb11
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#endif
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{
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vec2 ZrH;
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float hH;
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@ -32,12 +28,8 @@ layout(std140, binding = 11) uniform cb11
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#ifdef ENABLE_BINDLESS_TEX
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layout(bindless_sampler, location = 0) uniform sampler2D TextureSampler;
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#else
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#ifdef DISABLE_GL42
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uniform sampler2D TextureSampler;
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#else
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layout(binding = 0) uniform sampler2D TextureSampler;
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#endif
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#endif
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// TODO ensure that clip (discard) is < 0 and not <= 0 ???
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void ps_main0()
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@ -19,11 +19,7 @@ in SHADER
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layout(location = 0) out vec4 SV_Target0;
|
||||
|
||||
#ifdef DISABLE_GL42
|
||||
layout(std140) uniform cb10
|
||||
#else
|
||||
layout(std140, binding = 10) uniform cb10
|
||||
#endif
|
||||
{
|
||||
vec4 BGColor;
|
||||
};
|
||||
|
@ -31,12 +27,8 @@ layout(std140, binding = 10) uniform cb10
|
|||
#ifdef ENABLE_BINDLESS_TEX
|
||||
layout(bindless_sampler, location = 0) uniform sampler2D TextureSampler;
|
||||
#else
|
||||
#ifdef DISABLE_GL42
|
||||
uniform sampler2D TextureSampler;
|
||||
#else
|
||||
layout(binding = 0) uniform sampler2D TextureSampler;
|
||||
#endif
|
||||
#endif
|
||||
|
||||
void ps_main0()
|
||||
{
|
||||
|
|
|
@ -71,11 +71,7 @@ struct vertex_basic
|
|||
vec2 t;
|
||||
};
|
||||
|
||||
#ifdef DISABLE_GL42
|
||||
layout(std140) uniform cb13
|
||||
#else
|
||||
layout(std140, binding = 13) uniform cb13
|
||||
#endif
|
||||
{
|
||||
vec4 _rcpFrame;
|
||||
vec4 _rcpFrameOpt;
|
||||
|
@ -84,12 +80,8 @@ layout(std140, binding = 13) uniform cb13
|
|||
#ifdef ENABLE_BINDLESS_TEX
|
||||
layout(bindless_sampler, location = 0) uniform sampler2D TextureSampler;
|
||||
#else
|
||||
#ifdef DISABLE_GL42
|
||||
uniform sampler2D TextureSampler;
|
||||
#else
|
||||
layout(binding = 0) uniform sampler2D TextureSampler;
|
||||
#endif
|
||||
#endif
|
||||
|
||||
in SHADER
|
||||
{
|
||||
|
|
|
@ -25,11 +25,7 @@ in SHADER
|
|||
|
||||
layout(location = 0) out vec4 SV_Target0;
|
||||
|
||||
#ifdef DISABLE_GL42
|
||||
layout(std140) uniform cb12
|
||||
#else
|
||||
layout(std140, binding = 12) uniform cb12
|
||||
#endif
|
||||
{
|
||||
vec4 BGColor;
|
||||
};
|
||||
|
@ -37,12 +33,8 @@ layout(std140, binding = 12) uniform cb12
|
|||
#ifdef ENABLE_BINDLESS_TEX
|
||||
layout(bindless_sampler, location = 0) uniform sampler2D TextureSampler;
|
||||
#else
|
||||
#ifdef DISABLE_GL42
|
||||
uniform sampler2D TextureSampler;
|
||||
#else
|
||||
layout(binding = 0) uniform sampler2D TextureSampler;
|
||||
#endif
|
||||
#endif
|
||||
|
||||
// For all settings: 1.0 = 100% 0.5=50% 1.5 = 150%
|
||||
vec4 ContrastSaturationBrightness(vec4 color)
|
||||
|
|
|
@ -75,11 +75,7 @@ out gl_PerVertex {
|
|||
#endif
|
||||
};
|
||||
|
||||
#ifdef DISABLE_GL42
|
||||
layout(std140) uniform cb20
|
||||
#else
|
||||
layout(std140, binding = 20) uniform cb20
|
||||
#endif
|
||||
{
|
||||
vec2 VertexScale;
|
||||
vec2 VertexOffset;
|
||||
|
@ -315,14 +311,9 @@ layout(location = 0, index = 1) out vec4 SV_Target1;
|
|||
layout(bindless_sampler, location = 0) uniform sampler2D TextureSampler;
|
||||
layout(bindless_sampler, location = 1) uniform sampler2D PaletteSampler;
|
||||
#else
|
||||
#ifdef DISABLE_GL42
|
||||
uniform sampler2D TextureSampler;
|
||||
uniform sampler2D PaletteSampler;
|
||||
#else
|
||||
layout(binding = 0) uniform sampler2D TextureSampler;
|
||||
layout(binding = 1) uniform sampler2D PaletteSampler;
|
||||
#endif
|
||||
#endif
|
||||
|
||||
#ifndef DISABLE_GL42_image
|
||||
#if PS_DATE > 0
|
||||
|
@ -341,11 +332,7 @@ layout(pixel_center_integer) in vec4 gl_FragCoord;
|
|||
#endif
|
||||
#endif
|
||||
|
||||
#ifdef DISABLE_GL42
|
||||
layout(std140) uniform cb21
|
||||
#else
|
||||
layout(std140, binding = 21) uniform cb21
|
||||
#endif
|
||||
{
|
||||
vec3 FogColor;
|
||||
float AREF;
|
||||
|
|
Loading…
Reference in New Issue