mirror of
https://github.com/hrydgard/ppsspp.git
synced 2026-10-01 14:58:14 +00:00
Move the now-renamed fragment shader generator to GPU/Common.
This commit is contained in:
1 parent
dd00672d88
commit
0b1b36921e
23 files changed
+57
-74
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+2
-2
@@ -1235,8 +1235,6 @@ set(GPU_GLES
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GPU/GLES/DepthBufferGLES.cpp
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GPU/GLES/GPU_GLES.cpp
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GPU/GLES/GPU_GLES.h
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GPU/GLES/FragmentShaderGeneratorGLES.cpp
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GPU/GLES/FragmentShaderGeneratorGLES.h
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GPU/GLES/FragmentTestCacheGLES.cpp
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GPU/GLES/FragmentTestCacheGLES.h
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GPU/GLES/FramebufferManagerGLES.cpp
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@@ -1340,6 +1338,8 @@ set(GPU_SOURCES
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${GPU_NEON}
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GPU/Common/DepalettizeShaderCommon.cpp
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GPU/Common/DepalettizeShaderCommon.h
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GPU/Common/FragmentShaderGenerator.cpp
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GPU/Common/FragmentShaderGenerator.h
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GPU/Common/FramebufferManagerCommon.cpp
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GPU/Common/FramebufferManagerCommon.h
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GPU/Common/GPUDebugInterface.cpp
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@@ -26,9 +26,7 @@
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#include "GPU/Common/GPUStateUtils.h"
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#include "GPU/Common/ShaderId.h"
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#include "GPU/Common/ShaderUniforms.h"
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#include "GPU/GLES/FragmentShaderGeneratorGLES.h"
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#include "GPU/GLES/FramebufferManagerGLES.h"
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#include "GPU/GLES/ShaderManagerGLES.h"
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#include "GPU/Common/FragmentShaderGenerator.h"
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#include "GPU/ge_constants.h"
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#include "GPU/GPUState.h"
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@@ -65,7 +63,7 @@ const char *hlsl_d3d9_preamble_fs =
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"#define DISCARD_BELOW(x) clip(x)\n";
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bool GenerateFragmentShaderGLSL(const FShaderID &id, char *buffer, const GLSLShaderCompat &compat, uint64_t *uniformMask, std::string *errorString) {
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bool GenerateFragmentShader(const FShaderID &id, char *buffer, const ShaderLanguageDesc &compat, uint64_t *uniformMask, std::string *errorString) {
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*uniformMask = 0;
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errorString->clear();
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@@ -23,7 +23,6 @@ struct FShaderID;
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// D3D9 constants
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#define CONST_PS_TEXENV 0
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#define CONST_PS_ALPHACOLORREF 1
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#define CONST_PS_ALPHACOLORMASK 2
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@@ -38,5 +37,4 @@ struct FShaderID;
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// For stencil upload
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#define CONST_PS_STENCILVALUE 10
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bool GenerateFragmentShaderGLSL(const FShaderID &id, char *buffer, const GLSLShaderCompat &compat, uint64_t *uniformMask, std::string *errorString);
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bool GenerateFragmentShader(const FShaderID &id, char *buffer, const ShaderLanguageDesc &compat, uint64_t *uniformMask, std::string *errorString);
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@@ -101,7 +101,7 @@ void init_resources(TBuiltInResource &Resources) {
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Resources.limits.generalConstantMatrixVectorIndexing = 1;
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}
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GLSLShaderCompat::GLSLShaderCompat(ShaderLanguage lang) {
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ShaderLanguageDesc::ShaderLanguageDesc(ShaderLanguage lang) {
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shaderLanguage = lang;
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switch (lang) {
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case GLSL_140:
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@@ -142,8 +142,8 @@ enum DoLightComputation {
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LIGHT_FULL,
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};
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struct GLSLShaderCompat {
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explicit GLSLShaderCompat(ShaderLanguage lang);
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struct ShaderLanguageDesc {
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explicit ShaderLanguageDesc(ShaderLanguage lang);
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int glslVersionNumber = 0;
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ShaderLanguage shaderLanguage;
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@@ -222,7 +222,7 @@ void ShaderManagerD3D11::GetShaders(int prim, u32 vertType, D3D11VertexShader **
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// Fragment shader not in cache. Let's compile it.
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std::string genErrorString;
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uint64_t uniformMask;
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GenerateFragmentShaderGLSL(FSID, codeBuffer_, compat_, &uniformMask, &genErrorString);
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GenerateFragmentShader(FSID, codeBuffer_, compat_, &uniformMask, &genErrorString);
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fs = new D3D11FragmentShader(device_, featureLevel_, FSID, codeBuffer_, useHWTransform);
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fsCache_[FSID] = fs;
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} else {
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@@ -25,7 +25,7 @@
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#include "GPU/Common/ShaderCommon.h"
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#include "GPU/Common/ShaderId.h"
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#include "GPU/Common/ShaderUniforms.h"
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#include "GPU/GLES/FragmentShaderGeneratorGLES.h"
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#include "GPU/Common/FragmentShaderGenerator.h"
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class D3D11Context;
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class D3D11PushBuffer;
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@@ -110,7 +110,7 @@ private:
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ID3D11Device *device_;
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ID3D11DeviceContext *context_;
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D3D_FEATURE_LEVEL featureLevel_;
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GLSLShaderCompat compat_;
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ShaderLanguageDesc compat_;
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typedef std::map<FShaderID, D3D11FragmentShader *> FSCache;
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FSCache fsCache_;
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@@ -41,7 +41,7 @@
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#include "GPU/GPUState.h"
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#include "GPU/ge_constants.h"
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#include "GPU/Common/ShaderUniforms.h"
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#include "GPU/GLES/FragmentShaderGeneratorGLES.h"
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#include "GPU/Common/FragmentShaderGenerator.h"
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#include "GPU/Directx9/ShaderManagerDX9.h"
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#include "GPU/Directx9/DrawEngineDX9.h"
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#include "GPU/Directx9/FramebufferManagerDX9.h"
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@@ -629,7 +629,7 @@ VSShader *ShaderManagerDX9::ApplyShader(bool useHWTransform, bool useHWTessellat
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// Fragment shader not in cache. Let's compile it.
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std::string errorString;
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uint64_t uniformMask;
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bool success = GenerateFragmentShaderGLSL(FSID, codeBuffer_, compat_, &uniformMask, &errorString);
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bool success = GenerateFragmentShader(FSID, codeBuffer_, compat_, &uniformMask, &errorString);
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// We're supposed to handle all possible cases.
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_assert_(success);
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fs = new PSShader(device_, FSID, codeBuffer_);
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@@ -22,7 +22,7 @@
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#include "Common/Common.h"
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#include "GPU/Directx9/VertexShaderGeneratorHLSL.h"
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#include "GPU/GLES/FragmentShaderGeneratorGLES.h"
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#include "GPU/Common/FragmentShaderGenerator.h"
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#include "GPU/Common/ShaderCommon.h"
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#include "GPU/Common/ShaderId.h"
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#include "Common/Math/lin/matrix4x4.h"
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@@ -112,7 +112,7 @@ private:
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void Clear();
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LPDIRECT3DDEVICE9 device_;
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GLSLShaderCompat compat_;
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ShaderLanguageDesc compat_;
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FShaderID lastFSID_;
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VShaderID lastVSID_;
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@@ -27,7 +27,7 @@
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#include "GPU/Common/VertexDecoderCommon.h"
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#include "GPU/Common/DrawEngineCommon.h"
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#include "GPU/Common/GPUStateUtils.h"
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#include "GPU/GLES/FragmentShaderGeneratorGLES.h"
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#include "GPU/Common/FragmentShaderGenerator.h"
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class LinkedShader;
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class ShaderManagerGLES;
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@@ -584,7 +584,7 @@ ShaderManagerGLES::~ShaderManagerGLES() {
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}
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void ShaderManagerGLES::DetectShaderLanguage() {
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GLSLShaderCompat &compat = compat_;
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ShaderLanguageDesc &compat = compat_;
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compat.gles = gl_extensions.IsGLES;
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@@ -708,7 +708,7 @@ void ShaderManagerGLES::DirtyLastShader() {
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Shader *ShaderManagerGLES::CompileFragmentShader(FShaderID FSID) {
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uint64_t uniformMask;
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std::string errorString;
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if (!GenerateFragmentShaderGLSL(FSID, codeBuffer_, compat_, &uniformMask, &errorString)) {
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if (!GenerateFragmentShader(FSID, codeBuffer_, compat_, &uniformMask, &errorString)) {
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ERROR_LOG(G3D, "Shader gen error: %s", errorString.c_str());
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return nullptr;
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}
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@@ -24,7 +24,7 @@
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#include "GPU/Common/ShaderCommon.h"
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#include "GPU/Common/ShaderId.h"
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#include "GPU/GLES/VertexShaderGeneratorGLES.h"
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#include "GPU/GLES/FragmentShaderGeneratorGLES.h"
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#include "GPU/Common/FragmentShaderGenerator.h"
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class Shader;
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@@ -196,7 +196,7 @@ private:
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typedef std::vector<LinkedShaderCacheEntry> LinkedShaderCache;
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GLRenderManager *render_;
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GLSLShaderCompat compat_;
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ShaderLanguageDesc compat_;
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LinkedShaderCache linkedShaderCache_;
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bool lastVShaderSame_;
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@@ -35,7 +35,7 @@
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#include "GPU/GLES/ShaderManagerGLES.h"
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#include "GPU/GLES/TextureCacheGLES.h"
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#include "GPU/GLES/FramebufferManagerGLES.h"
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#include "GPU/GLES/FragmentShaderGeneratorGLES.h"
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#include "GPU/Common/FragmentShaderGenerator.h"
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static const GLushort glBlendFactorLookup[(size_t)BlendFactor::COUNT] = {
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GL_ZERO,
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@@ -33,7 +33,7 @@
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#include "GPU/GPUState.h"
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#include "GPU/GLES/TextureCacheGLES.h"
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#include "GPU/GLES/FramebufferManagerGLES.h"
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#include "GPU/GLES/FragmentShaderGeneratorGLES.h"
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#include "GPU/Common/FragmentShaderGenerator.h"
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#include "GPU/GLES/DepalettizeShaderGLES.h"
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#include "GPU/GLES/ShaderManagerGLES.h"
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#include "GPU/GLES/DrawEngineGLES.h"
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@@ -105,7 +105,7 @@ const char *vulkan_glsl_preamble_vs =
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"#extension GL_ARB_shading_language_420pack : enable\n"
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"#define splat3(x) vec3(x)\n\n";
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bool GenerateVertexShaderGLSL(const VShaderID &id, char *buffer, const GLSLShaderCompat &compat, uint32_t *attrMask, uint64_t *uniformMask, std::string *errorString) {
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bool GenerateVertexShaderGLSL(const VShaderID &id, char *buffer, const ShaderLanguageDesc &compat, uint32_t *attrMask, uint64_t *uniformMask, std::string *errorString) {
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*attrMask = 0;
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*uniformMask = 0;
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@@ -21,4 +21,4 @@
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struct VShaderID;
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bool GenerateVertexShaderGLSL(const VShaderID &id, char *buffer, const GLSLShaderCompat &compat, uint32_t *attrMask, uint64_t *uniformMask, std::string *errorString);
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bool GenerateVertexShaderGLSL(const VShaderID &id, char *buffer, const ShaderLanguageDesc &compat, uint32_t *attrMask, uint64_t *uniformMask, std::string *errorString);
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+2
-12
@@ -340,6 +340,7 @@
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<ClInclude Include="..\ext\xbrz\xbrz.h" />
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<ClInclude Include="Common\DepalettizeShaderCommon.h" />
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<ClInclude Include="Common\DrawEngineCommon.h" />
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<ClInclude Include="Common\FragmentShaderGenerator.h" />
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<ClInclude Include="Common\FramebufferManagerCommon.h" />
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<ClInclude Include="Common\GPUDebugInterface.h" />
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<ClInclude Include="Common\GPUStateUtils.h" />
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@@ -398,12 +399,6 @@
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<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Release|ARM64'">true</ExcludedFromBuild>
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<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Release|ARM'">true</ExcludedFromBuild>
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</ClInclude>
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<ClInclude Include="GLES\FragmentShaderGeneratorGLES.h">
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<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|ARM64'">true</ExcludedFromBuild>
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<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|ARM'">true</ExcludedFromBuild>
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<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Release|ARM64'">true</ExcludedFromBuild>
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<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Release|ARM'">true</ExcludedFromBuild>
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</ClInclude>
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<ClInclude Include="GLES\FragmentTestCacheGLES.h">
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<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|ARM64'">true</ExcludedFromBuild>
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<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|ARM'">true</ExcludedFromBuild>
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@@ -488,6 +483,7 @@
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<ClCompile Include="..\ext\xbrz\xbrz.cpp" />
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<ClCompile Include="Common\DepalettizeShaderCommon.cpp" />
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<ClCompile Include="Common\DrawEngineCommon.cpp" />
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<ClCompile Include="Common\FragmentShaderGenerator.cpp" />
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<ClCompile Include="Common\FramebufferManagerCommon.cpp" />
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<ClCompile Include="Common\GPUDebugInterface.cpp" />
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<ClCompile Include="Common\GPUStateUtils.cpp" />
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@@ -580,12 +576,6 @@
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<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Release|ARM64'">true</ExcludedFromBuild>
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<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Release|ARM'">true</ExcludedFromBuild>
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</ClCompile>
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<ClCompile Include="GLES\FragmentShaderGeneratorGLES.cpp">
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<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|ARM64'">true</ExcludedFromBuild>
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<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|ARM'">true</ExcludedFromBuild>
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<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Release|ARM64'">true</ExcludedFromBuild>
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<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Release|ARM'">true</ExcludedFromBuild>
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</ClCompile>
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<ClCompile Include="GLES\FragmentTestCacheGLES.cpp">
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<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|ARM64'">true</ExcludedFromBuild>
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<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|ARM'">true</ExcludedFromBuild>
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@@ -186,9 +186,6 @@
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<ClInclude Include="GLES\TextureScalerGLES.h">
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<Filter>GLES</Filter>
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</ClInclude>
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<ClInclude Include="GLES\FragmentShaderGeneratorGLES.h">
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<Filter>GLES</Filter>
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</ClInclude>
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<ClInclude Include="GLES\DepalettizeShaderGLES.h">
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<Filter>GLES</Filter>
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</ClInclude>
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@@ -273,6 +270,9 @@
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<ClInclude Include="Directx9\VertexShaderGeneratorHLSL.h">
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<Filter>DirectX9</Filter>
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</ClInclude>
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<ClInclude Include="Common\FragmentShaderGenerator.h">
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<Filter>Common</Filter>
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</ClInclude>
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</ItemGroup>
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<ItemGroup>
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<ClCompile Include="Math3D.cpp">
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@@ -443,9 +443,6 @@
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<ClCompile Include="GLES\StencilBufferGLES.cpp">
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<Filter>GLES</Filter>
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</ClCompile>
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<ClCompile Include="GLES\FragmentShaderGeneratorGLES.cpp">
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<Filter>GLES</Filter>
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</ClCompile>
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<ClCompile Include="GLES\DepalettizeShaderGLES.cpp">
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<Filter>GLES</Filter>
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</ClCompile>
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@@ -545,5 +542,8 @@
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<ClCompile Include="Directx9\VertexShaderGeneratorHLSL.cpp">
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<Filter>DirectX9</Filter>
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</ClCompile>
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<ClCompile Include="Common\FragmentShaderGenerator.cpp">
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<Filter>Common</Filter>
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</ClCompile>
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</ItemGroup>
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</Project>
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@@ -39,7 +39,7 @@
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#include "GPU/Vulkan/ShaderManagerVulkan.h"
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#include "GPU/Vulkan/DrawEngineVulkan.h"
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#include "GPU/Vulkan/FramebufferManagerVulkan.h"
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#include "GPU/GLES/FragmentShaderGeneratorGLES.h"
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#include "GPU/Common/FragmentShaderGenerator.h"
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#include "GPU/GLES/VertexShaderGeneratorGLES.h"
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VulkanFragmentShader::VulkanFragmentShader(VulkanContext *vulkan, FShaderID id, const char *code)
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@@ -278,7 +278,7 @@ void ShaderManagerVulkan::GetShaders(int prim, u32 vertType, VulkanVertexShader
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// Fragment shader not in cache. Let's compile it.
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std::string genErrorString;
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uint64_t uniformMask = 0; // Not used
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bool success = GenerateFragmentShaderGLSL(FSID, codeBuffer_, compat_, &uniformMask, &genErrorString);
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bool success = GenerateFragmentShader(FSID, codeBuffer_, compat_, &uniformMask, &genErrorString);
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_assert_(success);
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fs = new VulkanFragmentShader(vulkan_, FSID, codeBuffer_);
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fsCache_.Insert(FSID, fs);
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@@ -414,7 +414,7 @@ bool ShaderManagerVulkan::LoadCache(FILE *f) {
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}
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std::string genErrorString;
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uint64_t uniformMask = 0;
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if (!GenerateFragmentShaderGLSL(id, codeBuffer_, compat_, &uniformMask, &genErrorString)) {
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if (!GenerateFragmentShader(id, codeBuffer_, compat_, &uniformMask, &genErrorString)) {
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return false;
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}
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VulkanFragmentShader *fs = new VulkanFragmentShader(vulkan_, id, codeBuffer_);
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||||
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@@ -25,7 +25,7 @@
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#include "GPU/Common/ShaderCommon.h"
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#include "GPU/Common/ShaderId.h"
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#include "GPU/GLES/VertexShaderGeneratorGLES.h"
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#include "GPU/GLES/FragmentShaderGeneratorGLES.h"
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#include "GPU/Common/FragmentShaderGenerator.h"
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#include "GPU/Vulkan/VulkanUtil.h"
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#include "Common/Math/lin/matrix4x4.h"
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||||
#include "GPU/Common/ShaderUniforms.h"
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@@ -131,7 +131,7 @@ private:
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void Clear();
|
||||
|
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VulkanContext *vulkan_;
|
||||
GLSLShaderCompat compat_;
|
||||
ShaderLanguageDesc compat_;
|
||||
|
||||
typedef DenseHashMap<FShaderID, VulkanFragmentShader *, nullptr> FSCache;
|
||||
FSCache fsCache_;
|
||||
|
||||
@@ -306,6 +306,7 @@ EXEC_AND_LIB_FILES := \
|
||||
$(SRC)/GPU/GeConstants.cpp \
|
||||
$(SRC)/GPU/GeDisasm.cpp \
|
||||
$(SRC)/GPU/Common/DepalettizeShaderCommon.cpp \
|
||||
$(SRC)/GPU/Common/FragmentShaderGenerator.cpp \
|
||||
$(SRC)/GPU/Common/FramebufferManagerCommon.cpp \
|
||||
$(SRC)/GPU/Common/PresentationCommon.cpp \
|
||||
$(SRC)/GPU/Common/GPUDebugInterface.cpp \
|
||||
@@ -340,7 +341,6 @@ EXEC_AND_LIB_FILES := \
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||||
$(SRC)/GPU/GLES/StateMappingGLES.cpp.arm \
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||||
$(SRC)/GPU/GLES/ShaderManagerGLES.cpp.arm \
|
||||
$(SRC)/GPU/GLES/VertexShaderGeneratorGLES.cpp.arm \
|
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$(SRC)/GPU/GLES/FragmentShaderGeneratorGLES.cpp.arm \
|
||||
$(SRC)/GPU/GLES/FragmentTestCacheGLES.cpp.arm \
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$(SRC)/GPU/GLES/TextureScalerGLES.cpp \
|
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$(SRC)/GPU/Null/NullGpu.cpp \
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||||
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||||
@@ -248,6 +248,7 @@ SOURCES_CXX += \
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||||
$(GPUDIR)/Debugger/Playback.cpp \
|
||||
$(GPUDIR)/Debugger/Record.cpp \
|
||||
$(GPUDIR)/Debugger/Stepping.cpp \
|
||||
$(GPUDIR)/Common/FragmentShaderGenerator.cpp \
|
||||
$(GPUDIR)/Common/TextureCacheCommon.cpp \
|
||||
$(GPUDIR)/Common/TextureScalerCommon.cpp \
|
||||
$(GPUDIR)/Common/SoftwareTransformCommon.cpp \
|
||||
@@ -271,7 +272,6 @@ SOURCES_CXX += \
|
||||
$(GPUDIR)/GLES/VertexShaderGeneratorGLES.cpp \
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||||
$(GPUDIR)/GLES/DrawEngineGLES.cpp \
|
||||
$(GPUDIR)/GLES/GPU_GLES.cpp \
|
||||
$(GPUDIR)/GLES/FragmentShaderGeneratorGLES.cpp \
|
||||
$(GPUDIR)/GLES/FragmentTestCacheGLES.cpp \
|
||||
$(GPUDIR)/GLES/FramebufferManagerGLES.cpp \
|
||||
$(GPUDIR)/GLES/TextureCacheGLES.cpp \
|
||||
|
||||
@@ -9,7 +9,7 @@
|
||||
|
||||
#include "GPU/Vulkan/VulkanContext.h"
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|
||||
#include "GPU/GLES/FragmentShaderGeneratorGLES.h"
|
||||
#include "GPU/Common/FragmentShaderGenerator.h"
|
||||
|
||||
#include "GPU/Directx9/VertexShaderGeneratorHLSL.h"
|
||||
#include "GPU/GLES/VertexShaderGeneratorGLES.h"
|
||||
@@ -25,30 +25,28 @@ bool GenerateFShader(FShaderID id, char *buffer, ShaderLanguage lang, std::strin
|
||||
switch (lang) {
|
||||
case ShaderLanguage::GLSL_VULKAN:
|
||||
{
|
||||
GLSLShaderCompat compat(ShaderLanguage::GLSL_VULKAN);
|
||||
return GenerateFragmentShaderGLSL(id, buffer, compat, &uniformMask, errorString);
|
||||
ShaderLanguageDesc compat(ShaderLanguage::GLSL_VULKAN);
|
||||
return GenerateFragmentShader(id, buffer, compat, &uniformMask, errorString);
|
||||
}
|
||||
case ShaderLanguage::GLSL_140:
|
||||
{
|
||||
GLSLShaderCompat compat(ShaderLanguage::GLSL_140);
|
||||
return GenerateFragmentShaderGLSL(id, buffer, compat, &uniformMask, errorString);
|
||||
ShaderLanguageDesc compat(ShaderLanguage::GLSL_140);
|
||||
return GenerateFragmentShader(id, buffer, compat, &uniformMask, errorString);
|
||||
}
|
||||
|
||||
case ShaderLanguage::GLSL_300:
|
||||
{
|
||||
GLSLShaderCompat compat(ShaderLanguage::GLSL_140);
|
||||
return GenerateFragmentShaderGLSL(id, buffer, compat, &uniformMask, errorString);
|
||||
ShaderLanguageDesc compat(ShaderLanguage::GLSL_140);
|
||||
return GenerateFragmentShader(id, buffer, compat, &uniformMask, errorString);
|
||||
}
|
||||
|
||||
case ShaderLanguage::HLSL_D3D9:
|
||||
{
|
||||
GLSLShaderCompat compat(ShaderLanguage::HLSL_D3D9);
|
||||
return GenerateFragmentShaderGLSL(id, buffer, compat, &uniformMask, errorString);
|
||||
ShaderLanguageDesc compat(ShaderLanguage::HLSL_D3D9);
|
||||
return GenerateFragmentShader(id, buffer, compat, &uniformMask, errorString);
|
||||
}
|
||||
case ShaderLanguage::HLSL_D3D11:
|
||||
{
|
||||
GLSLShaderCompat compat(ShaderLanguage::HLSL_D3D11);
|
||||
return GenerateFragmentShaderGLSL(id, buffer, compat, &uniformMask, errorString);
|
||||
ShaderLanguageDesc compat(ShaderLanguage::HLSL_D3D11);
|
||||
return GenerateFragmentShader(id, buffer, compat, &uniformMask, errorString);
|
||||
}
|
||||
default:
|
||||
return false;
|
||||
@@ -61,29 +59,28 @@ bool GenerateVShader(VShaderID id, char *buffer, ShaderLanguage lang, std::strin
|
||||
switch (lang) {
|
||||
case ShaderLanguage::GLSL_VULKAN:
|
||||
{
|
||||
GLSLShaderCompat compat(ShaderLanguage::GLSL_VULKAN);
|
||||
ShaderLanguageDesc compat(ShaderLanguage::GLSL_VULKAN);
|
||||
return GenerateVertexShaderGLSL(id, buffer, compat, &attrMask, &uniformMask, errorString);
|
||||
}
|
||||
case ShaderLanguage::GLSL_140:
|
||||
{
|
||||
GLSLShaderCompat compat(ShaderLanguage::GLSL_140);
|
||||
ShaderLanguageDesc compat(ShaderLanguage::GLSL_140);
|
||||
return GenerateVertexShaderGLSL(id, buffer, compat, &attrMask, &uniformMask, errorString);
|
||||
}
|
||||
|
||||
case ShaderLanguage::GLSL_300:
|
||||
{
|
||||
GLSLShaderCompat compat(ShaderLanguage::GLSL_140);
|
||||
ShaderLanguageDesc compat(ShaderLanguage::GLSL_140);
|
||||
return GenerateVertexShaderGLSL(id, buffer, compat, &attrMask, &uniformMask, errorString);
|
||||
}
|
||||
case ShaderLanguage::HLSL_D3D9:
|
||||
{
|
||||
GLSLShaderCompat compat(ShaderLanguage::HLSL_D3D9);
|
||||
return GenerateVertexShaderGLSL(id, buffer, compat, &attrMask, &uniformMask, errorString);
|
||||
//ShaderLanguageDesc compat(ShaderLanguage::HLSL_D3D9);
|
||||
return GenerateVertexShaderHLSL(id, buffer, ShaderLanguage::HLSL_D3D9, errorString);
|
||||
}
|
||||
case ShaderLanguage::HLSL_D3D11:
|
||||
{
|
||||
GLSLShaderCompat compat(ShaderLanguage::HLSL_D3D11);
|
||||
return GenerateVertexShaderGLSL(id, buffer, compat, &attrMask, &uniformMask, errorString);
|
||||
//ShaderLanguageDesc compat(ShaderLanguage::HLSL_D3D11);
|
||||
return GenerateVertexShaderHLSL(id, buffer, ShaderLanguage::HLSL_D3D11, errorString);
|
||||
}
|
||||
default:
|
||||
return false;
|
||||
|
||||
Reference in new issue
Block a user