Merge pull request #243 from sephiroth99/amdfix
Fixes some issues on AMD drivers
This commit is contained in:
commit
0cf3064bf5
|
@ -45,9 +45,6 @@ precision highp float; \n\
|
|||
precision highp int; \n\
|
||||
layout(std140, column_major) uniform; \n\
|
||||
layout(std430, column_major) buffer; \n\
|
||||
struct VertexData { \n\
|
||||
vec2 uv; \n\
|
||||
}; \n\
|
||||
";
|
||||
const std::string vs_source = header +
|
||||
"\n\
|
||||
|
@ -57,32 +54,29 @@ out gl_PerVertex { \n\
|
|||
float gl_PointSize; \n\
|
||||
float gl_ClipDistance[]; \n\
|
||||
}; \n\
|
||||
struct VertexFetch { \n\
|
||||
vec2 pos; \n\
|
||||
};\n\
|
||||
layout(location = 0) in VertexFetch vfetch; \n\
|
||||
layout(location = 0) out VertexData vtx; \n\
|
||||
layout(location = 0) in vec2 vfetch_pos; \n\
|
||||
layout(location = 0) out vec2 vtx_uv; \n\
|
||||
void main() { \n\
|
||||
gl_Position = vec4(vfetch.pos.xy * vec2(2.0, -2.0) - vec2(1.0, -1.0), 0.0, 1.0); \n\
|
||||
vtx.uv = vfetch.pos.xy * src_uv.zw + src_uv.xy; \n\
|
||||
gl_Position = vec4(vfetch_pos.xy * vec2(2.0, -2.0) - vec2(1.0, -1.0), 0.0, 1.0); \n\
|
||||
vtx_uv = vfetch_pos.xy * src_uv.zw + src_uv.xy; \n\
|
||||
} \n\
|
||||
";
|
||||
const std::string color_fs_source = header +
|
||||
"\n\
|
||||
layout(location = 1) uniform sampler2D src_texture; \n\
|
||||
layout(location = 0) in VertexData vtx; \n\
|
||||
layout(location = 0) in vec2 vtx_uv; \n\
|
||||
layout(location = 0) out vec4 oC; \n\
|
||||
void main() { \n\
|
||||
oC = texture(src_texture, vtx.uv); \n\
|
||||
oC = texture(src_texture, vtx_uv); \n\
|
||||
} \n\
|
||||
";
|
||||
const std::string depth_fs_source = header +
|
||||
"\n\
|
||||
layout(location = 1) uniform sampler2D src_texture; \n\
|
||||
layout(location = 0) in VertexData vtx; \n\
|
||||
layout(location = 0) in vec2 vtx_uv; \n\
|
||||
layout(location = 0) out vec4 oC; \n\
|
||||
void main() { \n\
|
||||
gl_FragDepth = texture(src_texture, vtx.uv).r; \n\
|
||||
gl_FragDepth = texture(src_texture, vtx_uv).r; \n\
|
||||
} \n\
|
||||
";
|
||||
|
||||
|
@ -180,7 +174,7 @@ struct SavedState {
|
|||
glGetIntegerv(GL_PROGRAM_PIPELINE_BINDING, &program_pipeline);
|
||||
glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &vertex_array);
|
||||
glGetIntegerv(GL_TEXTURE_BINDING_2D, &texture_0);
|
||||
glGetIntegeri_v(GL_SAMPLER_BINDING, 0, &sampler_0);
|
||||
glGetIntegerv(GL_SAMPLER_BINDING, &sampler_0);
|
||||
}
|
||||
|
||||
void Restore() {
|
||||
|
|
|
@ -252,44 +252,39 @@ precision highp float; \n\
|
|||
precision highp int; \n\
|
||||
layout(std140, column_major) uniform; \n\
|
||||
layout(std430, column_major) buffer; \n\
|
||||
struct VertexData { \n\
|
||||
vec4 color; \n\
|
||||
vec2 uv; \n\
|
||||
};\n\
|
||||
";
|
||||
const std::string vertex_shader_source = header +
|
||||
"\n\
|
||||
layout(location = 0) uniform mat4 projection_matrix; \n\
|
||||
struct VertexFetch { \n\
|
||||
vec2 pos; \n\
|
||||
vec4 color; \n\
|
||||
vec2 uv; \n\
|
||||
}; \n\
|
||||
layout(location = 0) in VertexFetch vfetch; \n\
|
||||
layout(location = 0) out VertexData vtx; \n\
|
||||
layout(location = 0) in vec2 in_pos; \n\
|
||||
layout(location = 1) in vec4 in_color; \n\
|
||||
layout(location = 2) in vec2 in_uv; \n\
|
||||
layout(location = 0) out vec4 vtx_color; \n\
|
||||
layout(location = 1) out vec2 vtx_uv; \n\
|
||||
void main() { \n\
|
||||
gl_Position = projection_matrix * vec4(vfetch.pos.xy, 0.0, 1.0); \n\
|
||||
vtx.color = vfetch.color; \n\
|
||||
vtx.uv = vfetch.uv; \n\
|
||||
gl_Position = projection_matrix * vec4(in_pos.xy, 0.0, 1.0); \n\
|
||||
vtx_color = in_color; \n\
|
||||
vtx_uv = in_uv; \n\
|
||||
} \n\
|
||||
";
|
||||
const std::string fragment_shader_source = header +
|
||||
"\n\
|
||||
layout(location = 1, bindless_sampler) uniform sampler2D font_texture; \n\
|
||||
layout(location = 2) uniform float font_height; \n\
|
||||
layout(location = 0) in VertexData vtx; \n\
|
||||
layout(location = 0) in vec4 vtx_color; \n\
|
||||
layout(location = 1) in vec2 vtx_uv; \n\
|
||||
layout(location = 0) out vec4 oC; \n\
|
||||
void main() { \n\
|
||||
if (vtx.uv.x > 1.0) { \n\
|
||||
oC = vtx.color; \n\
|
||||
} else { \n\
|
||||
vec4 color = texture(font_texture, vtx.uv); \n\
|
||||
oC = color.rgba * vtx.color; \n\
|
||||
if (color.a < 0.5) { \n\
|
||||
vec4 c1 = texture(font_texture, vtx.uv + vec2(0.0, font_height)); \n\
|
||||
oC = vec4(0, 0, 0, c1.a); \n\
|
||||
} \n\
|
||||
} \n\
|
||||
if (vtx_uv.x > 1.0) { \n\
|
||||
oC = vtx_color; \n\
|
||||
} else { \n\
|
||||
vec4 color = texture(font_texture, vtx_uv); \n\
|
||||
oC = color.rgba * vtx_color; \n\
|
||||
if (color.a < 0.5) { \n\
|
||||
vec4 c1 = texture(font_texture, vtx_uv + vec2(0.0, font_height)); \n\
|
||||
oC = vec4(0, 0, 0, c1.a); \n\
|
||||
} \n\
|
||||
} \n\
|
||||
} \n\
|
||||
";
|
||||
|
||||
|
|
|
@ -424,7 +424,11 @@ bool GL4Shader::CompileProgram(std::string source) {
|
|||
search_offset = p - search_start;
|
||||
++search_offset;
|
||||
}
|
||||
host_disassembly_ = std::string(disasm_start);
|
||||
if (disasm_start) {
|
||||
host_disassembly_ = std::string(disasm_start);
|
||||
} else {
|
||||
host_disassembly_ = std::string("Shader disassembly not available.");
|
||||
}
|
||||
|
||||
// Append to shader dump.
|
||||
if (FLAGS_dump_shaders.size()) {
|
||||
|
|
Loading…
Reference in New Issue