mirror of https://github.com/PCSX2/pcsx2.git
gsdx ogl: of course some driver don't work with GL_ARB_enhanced_layouts
Windows and (AMD or Intel)
This commit is contained in:
parent
885ef7a46f
commit
e80ca0fa92
|
@ -218,6 +218,8 @@ std::string GSShaderOGL::GenGlslHeader(const std::string& entry, GLenum type, co
|
||||||
} else {
|
} else {
|
||||||
header += "#define DISABLE_GL42_image\n";
|
header += "#define DISABLE_GL42_image\n";
|
||||||
}
|
}
|
||||||
|
if (GLLoader::fglrx_buggy_driver || GLLoader::intel_buggy_driver)
|
||||||
|
header += "#define BROKEN_DRIVER as_usual\n";
|
||||||
|
|
||||||
// Stupid GL implementation (can't use GL_ES)
|
// Stupid GL implementation (can't use GL_ES)
|
||||||
// AMD/nvidia define it to 0
|
// AMD/nvidia define it to 0
|
||||||
|
|
|
@ -26,7 +26,7 @@
|
||||||
|
|
||||||
#ifdef FRAGMENT_SHADER
|
#ifdef FRAGMENT_SHADER
|
||||||
|
|
||||||
#if defined(GL_ARB_enhanced_layouts) && GL_ARB_enhanced_layouts
|
#if !defined(BROKEN_DRIVER) && defined(GL_ARB_enhanced_layouts) && GL_ARB_enhanced_layouts
|
||||||
layout(location = 0)
|
layout(location = 0)
|
||||||
#endif
|
#endif
|
||||||
in SHADER
|
in SHADER
|
||||||
|
|
|
@ -9,7 +9,7 @@ layout(location = 5) in uint i_z;
|
||||||
layout(location = 6) in uvec2 i_uv;
|
layout(location = 6) in uvec2 i_uv;
|
||||||
layout(location = 7) in vec4 i_f;
|
layout(location = 7) in vec4 i_f;
|
||||||
|
|
||||||
#if defined(GL_ARB_enhanced_layouts) && GL_ARB_enhanced_layouts
|
#if !defined(BROKEN_DRIVER) && defined(GL_ARB_enhanced_layouts) && GL_ARB_enhanced_layouts
|
||||||
layout(location = 0)
|
layout(location = 0)
|
||||||
#endif
|
#endif
|
||||||
out SHADER
|
out SHADER
|
||||||
|
@ -64,7 +64,7 @@ void vs_main()
|
||||||
|
|
||||||
#ifdef GEOMETRY_SHADER
|
#ifdef GEOMETRY_SHADER
|
||||||
|
|
||||||
#if defined(GL_ARB_enhanced_layouts) && GL_ARB_enhanced_layouts
|
#if !defined(BROKEN_DRIVER) && defined(GL_ARB_enhanced_layouts) && GL_ARB_enhanced_layouts
|
||||||
layout(location = 0)
|
layout(location = 0)
|
||||||
#endif
|
#endif
|
||||||
in SHADER
|
in SHADER
|
||||||
|
@ -75,7 +75,7 @@ in SHADER
|
||||||
flat vec4 fc;
|
flat vec4 fc;
|
||||||
} GSin[];
|
} GSin[];
|
||||||
|
|
||||||
#if defined(GL_ARB_enhanced_layouts) && GL_ARB_enhanced_layouts
|
#if !defined(BROKEN_DRIVER) && defined(GL_ARB_enhanced_layouts) && GL_ARB_enhanced_layouts
|
||||||
layout(location = 0)
|
layout(location = 0)
|
||||||
#endif
|
#endif
|
||||||
out SHADER
|
out SHADER
|
||||||
|
|
|
@ -749,7 +749,7 @@ static const char* const tfx_vgs_glsl =
|
||||||
"layout(location = 6) in uvec2 i_uv;\n"
|
"layout(location = 6) in uvec2 i_uv;\n"
|
||||||
"layout(location = 7) in vec4 i_f;\n"
|
"layout(location = 7) in vec4 i_f;\n"
|
||||||
"\n"
|
"\n"
|
||||||
"#if defined(GL_ARB_enhanced_layouts) && GL_ARB_enhanced_layouts\n"
|
"#if !defined(BROKEN_DRIVER) && defined(GL_ARB_enhanced_layouts) && GL_ARB_enhanced_layouts\n"
|
||||||
"layout(location = 0)\n"
|
"layout(location = 0)\n"
|
||||||
"#endif\n"
|
"#endif\n"
|
||||||
"out SHADER\n"
|
"out SHADER\n"
|
||||||
|
@ -804,7 +804,7 @@ static const char* const tfx_vgs_glsl =
|
||||||
"\n"
|
"\n"
|
||||||
"#ifdef GEOMETRY_SHADER\n"
|
"#ifdef GEOMETRY_SHADER\n"
|
||||||
"\n"
|
"\n"
|
||||||
"#if defined(GL_ARB_enhanced_layouts) && GL_ARB_enhanced_layouts\n"
|
"#if !defined(BROKEN_DRIVER) && defined(GL_ARB_enhanced_layouts) && GL_ARB_enhanced_layouts\n"
|
||||||
"layout(location = 0)\n"
|
"layout(location = 0)\n"
|
||||||
"#endif\n"
|
"#endif\n"
|
||||||
"in SHADER\n"
|
"in SHADER\n"
|
||||||
|
@ -815,7 +815,7 @@ static const char* const tfx_vgs_glsl =
|
||||||
" flat vec4 fc;\n"
|
" flat vec4 fc;\n"
|
||||||
"} GSin[];\n"
|
"} GSin[];\n"
|
||||||
"\n"
|
"\n"
|
||||||
"#if defined(GL_ARB_enhanced_layouts) && GL_ARB_enhanced_layouts\n"
|
"#if !defined(BROKEN_DRIVER) && defined(GL_ARB_enhanced_layouts) && GL_ARB_enhanced_layouts\n"
|
||||||
"layout(location = 0)\n"
|
"layout(location = 0)\n"
|
||||||
"#endif\n"
|
"#endif\n"
|
||||||
"out SHADER\n"
|
"out SHADER\n"
|
||||||
|
@ -1025,7 +1025,7 @@ static const char* const tfx_fs_all_glsl =
|
||||||
"\n"
|
"\n"
|
||||||
"#ifdef FRAGMENT_SHADER\n"
|
"#ifdef FRAGMENT_SHADER\n"
|
||||||
"\n"
|
"\n"
|
||||||
"#if defined(GL_ARB_enhanced_layouts) && GL_ARB_enhanced_layouts\n"
|
"#if !defined(BROKEN_DRIVER) && defined(GL_ARB_enhanced_layouts) && GL_ARB_enhanced_layouts\n"
|
||||||
"layout(location = 0)\n"
|
"layout(location = 0)\n"
|
||||||
"#endif\n"
|
"#endif\n"
|
||||||
"in SHADER\n"
|
"in SHADER\n"
|
||||||
|
|
Loading…
Reference in New Issue