From 0247b2a97a1dc4edf56a035cf7d128a636a8460e Mon Sep 17 00:00:00 2001 From: Ryan Houdek Date: Mon, 6 May 2013 06:43:04 -0500 Subject: [Android] More GLES3 things. Disable Framedumping and MSAA rendering. Remove the HLSL->GLSL shader defines since Qualcomm doesn't support this in their shader compiler. Now they get chosen in our shader generator instead. --- Source/Plugins/Plugin_VideoOGL/Src/ProgramShaderCache.cpp | 8 ++------ 1 file changed, 2 insertions(+), 6 deletions(-) (limited to 'Source/Plugins/Plugin_VideoOGL/Src/ProgramShaderCache.cpp') diff --git a/Source/Plugins/Plugin_VideoOGL/Src/ProgramShaderCache.cpp b/Source/Plugins/Plugin_VideoOGL/Src/ProgramShaderCache.cpp index d24ab5a6a0..1b5ab26c73 100644 --- a/Source/Plugins/Plugin_VideoOGL/Src/ProgramShaderCache.cpp +++ b/Source/Plugins/Plugin_VideoOGL/Src/ProgramShaderCache.cpp @@ -103,6 +103,7 @@ void SHADER::SetProgramVariables() void SHADER::SetProgramBindings() { +#ifndef USE_GLES3 if (g_ActiveConfig.backend_info.bSupportsDualSourceBlend) { // So we do support extended blending @@ -120,7 +121,7 @@ void SHADER::SetProgramBindings() // ogl2 shaders don't need to bind output colors. // gl_FragColor already point to color channel } - +#endif // Need to set some attribute locations glBindAttribLocation(glprogid, SHADER_POSITION_ATTRIB, "rawpos"); @@ -516,11 +517,6 @@ void ProgramShaderCache::CreateHeader ( void ) "#define float3 vec3\n" "#define float4 vec4\n" - // hlsl to glsl function translation - "#define frac(x) fract(x)\n" - "#define saturate(x) clamp(x, 0.0f, 1.0f)\n" - "#define lerp(x, y, z) mix(x, y, z)\n" - // glsl 120 hack "%s\n" "%s\n" -- cgit v1.2.3