diff options
| author | Ryan Houdek <Sonicadvance1@gmail.com> | 2011-12-08 01:51:08 -0600 |
|---|---|---|
| committer | Ryan Houdek <Sonicadvance1@gmail.com> | 2011-12-08 01:51:08 -0600 |
| commit | 1201988fe4e94720f32f2165ee03d5debf957cd7 (patch) | |
| tree | c6190f131699fa161e0856db3e764f2a5b80ee15 /Source/Core/VideoCommon/Src/VertexShaderGen.cpp | |
| parent | f77d54ff52c19ae7b61e2bc7e59d5de1a6e22722 (diff) | |
Add support for GL_ARB_shading_language_420pack so we don't have to binding sampler locations. Also add support for GL_ARB_separate_shader_objects which doesn't currently work for some reason....investigating.
Diffstat (limited to 'Source/Core/VideoCommon/Src/VertexShaderGen.cpp')
| -rw-r--r-- | Source/Core/VideoCommon/Src/VertexShaderGen.cpp | 34 |
1 files changed, 22 insertions, 12 deletions
diff --git a/Source/Core/VideoCommon/Src/VertexShaderGen.cpp b/Source/Core/VideoCommon/Src/VertexShaderGen.cpp index 9a6a220979..78feff6541 100644 --- a/Source/Core/VideoCommon/Src/VertexShaderGen.cpp +++ b/Source/Core/VideoCommon/Src/VertexShaderGen.cpp @@ -164,7 +164,8 @@ char* GenerateVSOutputStruct(char* p, u32 components, API_TYPE ApiType) } extern const char* WriteRegister(API_TYPE ApiType, const char *prefix, const u32 num); - +extern const char* WriteBinding(API_TYPE ApiType, const u32 num); +extern const char* WriteLocation(API_TYPE ApiType, const u32 num); const char *GenerateVertexShaderCode(u32 components, API_TYPE ApiType) { @@ -187,7 +188,16 @@ const char *GenerateVertexShaderCode(u32 components, API_TYPE ApiType) if(ApiType == API_GLSL) { // A few required defines and ones that will make our lives a lot easier - WRITE(p, "#version 120\n"); + if (g_ActiveConfig.backend_info.bSupportsGLSLBinding || g_ActiveConfig.backend_info.bSupportsGLSLLocation) + { + WRITE(p, "#version 330 compatibility\n"); + if (g_ActiveConfig.backend_info.bSupportsGLSLBinding) + WRITE(p, "#extension GL_ARB_shading_language_420pack : enable\n"); + if (g_ActiveConfig.backend_info.bSupportsGLSLLocation) + WRITE(p, "#extension GL_ARB_separate_shader_objects : enable\n"); + } + else + WRITE(p, "#version 120\n"); // Silly differences WRITE(p, "#define float2 vec2\n"); WRITE(p, "#define float3 vec3\n"); @@ -199,15 +209,15 @@ const char *GenerateVertexShaderCode(u32 components, API_TYPE ApiType) WRITE(p, "#define lerp(x, y, z) mix(x, y, z)\n"); } // uniforms - WRITE(p, "uniform float4 "I_TRANSFORMMATRICES"[64] %s;\n", WriteRegister(ApiType, "c", C_TRANSFORMMATRICES)); - WRITE(p, "uniform float4 "I_TEXMATRICES"[24] %s;\n", WriteRegister(ApiType, "c", C_TEXMATRICES)); // also using tex matrices - WRITE(p, "uniform float4 "I_NORMALMATRICES"[32] %s;\n", WriteRegister(ApiType, "c", C_NORMALMATRICES)); - WRITE(p, "uniform float4 "I_POSNORMALMATRIX"[6] %s;\n", WriteRegister(ApiType, "c", C_POSNORMALMATRIX)); - WRITE(p, "uniform float4 "I_POSTTRANSFORMMATRICES"[64] %s;\n", WriteRegister(ApiType, "c", C_POSTTRANSFORMMATRICES)); - WRITE(p, "uniform float4 "I_LIGHTS"[40] %s;\n", WriteRegister(ApiType, "c", C_LIGHTS)); - WRITE(p, "uniform float4 "I_MATERIALS"[4] %s;\n", WriteRegister(ApiType, "c", C_MATERIALS)); - WRITE(p, "uniform float4 "I_PROJECTION"[4] %s;\n", WriteRegister(ApiType, "c", C_PROJECTION)); - WRITE(p, "uniform float4 "I_DEPTHPARAMS" %s;\n", WriteRegister(ApiType, "c", C_DEPTHPARAMS)); + WRITE(p, "%suniform float4 "I_TRANSFORMMATRICES"[64] %s;\n", WriteLocation(ApiType, C_TRANSFORMMATRICES), WriteRegister(ApiType, "c", C_TRANSFORMMATRICES)); + WRITE(p, "%suniform float4 "I_TEXMATRICES"[24] %s;\n", WriteLocation(ApiType, C_TEXMATRICES), WriteRegister(ApiType, "c", C_TEXMATRICES)); // also using tex matrices + WRITE(p, "%suniform float4 "I_NORMALMATRICES"[32] %s;\n", WriteLocation(ApiType, C_NORMALMATRICES), WriteRegister(ApiType, "c", C_NORMALMATRICES)); + WRITE(p, "%suniform float4 "I_POSNORMALMATRIX"[6] %s;\n", WriteLocation(ApiType, C_POSNORMALMATRIX), WriteRegister(ApiType, "c", C_POSNORMALMATRIX)); + WRITE(p, "%suniform float4 "I_POSTTRANSFORMMATRICES"[64] %s;\n", WriteLocation(ApiType, C_POSTTRANSFORMMATRICES), WriteRegister(ApiType, "c", C_POSTTRANSFORMMATRICES)); + WRITE(p, "%suniform float4 "I_LIGHTS"[40] %s;\n", WriteLocation(ApiType, C_LIGHTS), WriteRegister(ApiType, "c", C_LIGHTS)); + WRITE(p, "%suniform float4 "I_MATERIALS"[4] %s;\n", WriteLocation(ApiType, C_MATERIALS), WriteRegister(ApiType, "c", C_MATERIALS)); + WRITE(p, "%suniform float4 "I_PROJECTION"[4] %s;\n", WriteLocation(ApiType, C_PROJECTION), WriteRegister(ApiType, "c", C_PROJECTION)); + WRITE(p, "%suniform float4 "I_DEPTHPARAMS" %s;\n", WriteLocation(ApiType, C_DEPTHPARAMS), WriteRegister(ApiType, "c", C_DEPTHPARAMS)); p = GenerateVSOutputStruct(p, components, ApiType); @@ -403,7 +413,7 @@ const char *GenerateVertexShaderCode(u32 components, API_TYPE ApiType) if (components & (VB_HAS_NRM1|VB_HAS_NRM2)) { // transform the light dir into tangent space - WRITE(p, "ldir = normalize("I_LIGHTS".lights[%d].pos.xyz - pos.xyz);\n", texinfo.embosslightshift); + WRITE(p, "ldir = normalize("I_LIGHTS"[%d + 3].xyz - pos.xyz);\n", texinfo.embosslightshift); WRITE(p, "o.tex%d.xyz = o.tex%d.xyz + float3(dot(ldir, _norm1), dot(ldir, _norm2), 0.0f);\n", i, texinfo.embosssourceshift); } else |
