OpenGL: Generate fragment shaders directly from the ID.

This commit is contained in:
Henrik Rydgård 2015-10-14 10:50:08 +02:00
parent 633385252b
commit 39f04ab5d6
3 changed files with 132 additions and 98 deletions

View file

@ -16,9 +16,8 @@
// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
#if !defined(USING_GLES2)
// We do not yet enable OpenGL 3 on Apple, so we need
// special treatment in the shader generator. However, the GL version check
// should be enough? TODO
// SDL 1.2 on Apple does not have support for OpenGL 3 and hence needs
// special treatment in the shader generator.
#if defined(__APPLE__)
#define FORCE_OPENGL_2_0
#endif
@ -300,14 +299,44 @@ static inline LogicOpReplaceType ReplaceLogicOpType() {
return LOGICOPTYPE_NORMAL;
}
// Local
enum {
BIT_CLEARMODE = 0,
BIT_DO_TEXTURE = 1,
BIT_TEXFUNC = 2, // 3 bits
BIT_TEXALPHA = 5,
BIT_FLIP_TEXTURE = 6,
BIT_SHADER_TEX_CLAMP = 7,
BIT_CLAMP_S = 8,
BIT_CLAMP_T = 9,
BIT_TEXTURE_AT_OFFSET = 10,
BIT_LMODE = 11,
BIT_ALPHA_TEST = 12,
BIT_ALPHA_TEST_FUNC = 13, // 3 bits
BIT_ALPHA_AGAINST_ZERO = 16,
BIT_COLOR_TEST = 17,
BIT_COLOR_TEST_FUNC = 18, // 2 bits
BIT_COLOR_AGAINST_ZERO = 20,
BIT_ENABLE_FOG = 21,
BIT_DO_TEXTURE_PROJ = 22,
BIT_COLOR_DOUBLE = 23,
BIT_STENCIL_TO_ALPHA = 24, // 2 bits
BIT_REPLACE_ALPHA_WITH_STENCIL_TYPE = 26, // 4 bits
BIT_REPLACE_LOGIC_OP_TYPE = 30, // 2 bits
BIT_REPLACE_BLEND = 32, // 3 bits
BIT_BLENDEQ = 35, // 3 bits
BIT_BLENDFUNC_A = 38, // 4 bits
BIT_BLENDFUNC_B = 42,
BIT_FLATSHADE = 46,
};
// Here we must take all the bits of the gstate that determine what the fragment shader will
// look like, and concatenate them together into an ID.
void ComputeFragmentShaderID(ShaderID *id) {
int id0 = 0;
int id1 = 0;
void ComputeFragmentShaderID(ShaderID *id_out, uint32_t vertType) {
ShaderID id;
if (gstate.isModeClear()) {
// We only need one clear shader, so let's ignore the rest of the bits.
id0 = 1;
id.SetBit(BIT_CLEARMODE);
} else {
bool lmode = gstate.isUsingSecondaryColor() && gstate.isLightingEnabled() && !gstate.isModeThrough();
bool enableFog = gstate.isFogEnabled() && !gstate.isModeThrough();
@ -317,6 +346,7 @@ void ComputeFragmentShaderID(ShaderID *id) {
bool doTextureProjection = gstate.getUVGenMode() == GE_TEXMAP_TEXTURE_MATRIX;
bool doTextureAlpha = gstate.isTextureAlphaUsed();
bool doFlatShading = gstate.getShadeMode() == GE_SHADE_FLAT;
ReplaceBlendType replaceBlend = ReplaceBlendWithShader(gstate_c.allowShaderBlend);
ReplaceAlphaType stencilToAlpha = ReplaceAlphaWithStencil(replaceBlend);
@ -326,45 +356,47 @@ void ComputeFragmentShaderID(ShaderID *id) {
// id0 |= (gstate.isModeClear() & 1);
if (gstate.isTextureMapEnabled()) {
id0 |= 1 << 1;
id0 |= gstate.getTextureFunction() << 2;
id0 |= (doTextureAlpha & 1) << 5; // rgb or rgba
id0 |= (gstate_c.flipTexture & 1) << 6;
id.SetBit(BIT_DO_TEXTURE);
id.SetBits(BIT_TEXFUNC, 3, gstate.getTextureFunction());
id.SetBit(BIT_TEXALPHA, doTextureAlpha & 1); // rgb or rgba
id.SetBit(BIT_FLIP_TEXTURE, gstate_c.flipTexture);
// TODO
if (gstate_c.needShaderTexClamp) {
bool textureAtOffset = gstate_c.curTextureXOffset != 0 || gstate_c.curTextureYOffset != 0;
// 3 bits total.
id0 |= 1 << 7;
id0 |= gstate.isTexCoordClampedS() << 8;
id0 |= gstate.isTexCoordClampedT() << 9;
id0 |= (textureAtOffset & 1) << 10;
// 4 bits total.
id.SetBit(BIT_SHADER_TEX_CLAMP);
id.SetBit(BIT_CLAMP_S, gstate.isTexCoordClampedS());
id.SetBit(BIT_CLAMP_T, gstate.isTexCoordClampedT());
id.SetBit(BIT_TEXTURE_AT_OFFSET, textureAtOffset);
}
}
id0 |= (lmode & 1) << 11;
id.SetBit(BIT_LMODE, lmode);
#if !defined(DX9_USE_HW_ALPHA_TEST)
if (enableAlphaTest) {
// 5 bits total.
id0 |= 1 << 12;
id0 |= gstate.getAlphaTestFunction() << 13;
id0 |= (IsAlphaTestAgainstZero() & 1) << 16;
id.SetBit(BIT_ALPHA_TEST);
id.SetBits(BIT_ALPHA_TEST_FUNC, 3, gstate.getAlphaTestFunction());
id.SetBit(BIT_ALPHA_AGAINST_ZERO, IsAlphaTestAgainstZero());
}
#endif
if (enableColorTest) {
// 4 bits total.
id0 |= 1 << 17;
id0 |= gstate.getColorTestFunction() << 18;
id0 |= (IsColorTestAgainstZero() & 1) << 20;
id.SetBit(BIT_COLOR_TEST);
id.SetBits(BIT_COLOR_TEST_FUNC, 2, gstate.getColorTestFunction());
id.SetBit(BIT_COLOR_AGAINST_ZERO, IsColorTestAgainstZero());
}
id0 |= (enableFog & 1) << 21;
id0 |= (doTextureProjection & 1) << 22;
id0 |= (enableColorDoubling & 1) << 23;
id.SetBit(BIT_ENABLE_FOG, enableFog);
id.SetBit(BIT_DO_TEXTURE_PROJ, doTextureProjection);
id.SetBit(BIT_COLOR_DOUBLE, enableColorDoubling);
// 2 bits
id0 |= (stencilToAlpha) << 24;
id.SetBits(BIT_STENCIL_TO_ALPHA, 2, stencilToAlpha);
if (stencilToAlpha != REPLACE_ALPHA_NO) {
// 4 bits
id0 |= ReplaceAlphaWithStencilType() << 26;
id.SetBits(BIT_REPLACE_ALPHA_WITH_STENCIL_TYPE, 4, ReplaceAlphaWithStencilType());
}
if (enableAlphaTest)
@ -373,25 +405,24 @@ void ComputeFragmentShaderID(ShaderID *id) {
gpuStats.numNonAlphaTestedDraws++;
// 2 bits.
id0 |= ReplaceLogicOpType() << 30;
id.SetBits(BIT_REPLACE_LOGIC_OP_TYPE, 2, ReplaceLogicOpType());
// 3 bits.
id1 |= replaceBlend << 0;
id.SetBits(BIT_REPLACE_BLEND, 3, replaceBlend);
if (replaceBlend > REPLACE_BLEND_STANDARD) {
// 11 bits total.
id1 |= gstate.getBlendEq() << 3;
id1 |= gstate.getBlendFuncA() << 6;
id1 |= gstate.getBlendFuncB() << 10;
id.SetBits(BIT_BLENDEQ, 3, gstate.getBlendEq());
id.SetBits(BIT_BLENDFUNC_A, 4, gstate.getBlendFuncA());
id.SetBits(BIT_BLENDFUNC_B, 4, gstate.getBlendFuncB());
}
id1 |= (doFlatShading & 1) << 14;
id.SetBit(BIT_FLATSHADE, doFlatShading);
}
id->d[0] = id0;
id->d[1] = id1;
*id_out = id;
}
// Missing: Z depth range
void GenerateFragmentShader(char *buffer) {
void GenerateFragmentShader(const ShaderID &id, char *buffer) {
char *p = buffer;
// In GLSL ES 3.0, you use "in" variables instead of varying.
@ -482,48 +513,61 @@ void GenerateFragmentShader(char *buffer) {
varying = "in";
}
bool lmode = gstate.isUsingSecondaryColor() && gstate.isLightingEnabled() && !gstate.isModeThrough();
bool doTexture = gstate.isTextureMapEnabled() && !gstate.isModeClear();
bool enableFog = gstate.isFogEnabled() && !gstate.isModeThrough() && !gstate.isModeClear();
bool enableAlphaTest = gstate.isAlphaTestEnabled() && !IsAlphaTestTriviallyTrue() && !gstate.isModeClear() && !g_Config.bDisableAlphaTest;
bool alphaTestAgainstZero = IsAlphaTestAgainstZero();
bool enableColorTest = gstate.isColorTestEnabled() && !IsColorTestTriviallyTrue() && !gstate.isModeClear();
bool colorTestAgainstZero = IsColorTestAgainstZero();
bool enableColorDoubling = gstate.isColorDoublingEnabled() && gstate.isTextureMapEnabled();
bool doTextureProjection = gstate.getUVGenMode() == GE_TEXMAP_TEXTURE_MATRIX;
bool doTextureAlpha = gstate.isTextureAlphaUsed();
bool doFlatShading = gstate.getShadeMode() == GE_SHADE_FLAT && !gstate.isModeClear();
bool lmode = id.Bit(BIT_LMODE);
bool doTexture = id.Bit(BIT_DO_TEXTURE);
bool enableFog = id.Bit(BIT_ENABLE_FOG);
bool enableAlphaTest = id.Bit(BIT_ALPHA_TEST);
bool textureAtOffset = gstate_c.curTextureXOffset != 0 || gstate_c.curTextureYOffset != 0;
ReplaceBlendType replaceBlend = ReplaceBlendWithShader(gstate_c.allowShaderBlend);
ReplaceAlphaType stencilToAlpha = ReplaceAlphaWithStencil(replaceBlend);
bool alphaTestAgainstZero = id.Bit(BIT_ALPHA_AGAINST_ZERO);
bool enableColorTest = id.Bit(BIT_COLOR_TEST);
bool colorTestAgainstZero = id.Bit(BIT_COLOR_AGAINST_ZERO);
bool enableColorDoubling = id.Bit(BIT_COLOR_DOUBLE);
bool doTextureProjection = id.Bit(BIT_DO_TEXTURE_PROJ);
bool doTextureAlpha = id.Bit(BIT_TEXALPHA);
bool doFlatShading = id.Bit(BIT_FLATSHADE);
bool flipTexture = id.Bit(BIT_FLIP_TEXTURE);
GEComparison alphaTestFunc = (GEComparison)id.Bits(BIT_ALPHA_TEST_FUNC, 3);
GEComparison colorTestFunc = (GEComparison)id.Bits(BIT_COLOR_TEST_FUNC, 2);
bool needShaderTexClamp = id.Bit(BIT_SHADER_TEX_CLAMP);
GETexFunc texFunc = (GETexFunc)id.Bits(BIT_TEXFUNC, 3);
bool textureAtOffset = id.Bit(BIT_TEXTURE_AT_OFFSET);
ReplaceBlendType replaceBlend = static_cast<ReplaceBlendType>(id.Bits(BIT_REPLACE_BLEND, 3));
ReplaceAlphaType stencilToAlpha = static_cast<ReplaceAlphaType>(id.Bits(BIT_STENCIL_TO_ALPHA, 4));
GEBlendSrcFactor replaceBlendFuncA = (GEBlendSrcFactor)id.Bits(BIT_BLENDFUNC_A, 4);
GEBlendDstFactor replaceBlendFuncB = (GEBlendDstFactor)id.Bits(BIT_BLENDFUNC_B, 4);
GEBlendMode replaceBlendEq = (GEBlendMode)id.Bits(BIT_BLENDEQ, 3);
bool isModeClear = id.Bit(BIT_CLEARMODE);
const char *shading = "";
if (glslES30)
shading = doFlatShading ? "flat" : "";
if (gstate_c.textureFullAlpha && gstate.getTextureFunction() != GE_TEXFUNC_REPLACE)
doTextureAlpha = false;
if (doTexture)
WRITE(p, "uniform sampler2D tex;\n");
if (!gstate.isModeClear() && replaceBlend > REPLACE_BLEND_STANDARD) {
if (!(gstate_c.featureFlags & GPU_SUPPORTS_ANY_FRAMEBUFFER_FETCH) && replaceBlend == REPLACE_BLEND_COPY_FBO) {
if (!isModeClear && replaceBlend > REPLACE_BLEND_STANDARD) {
if (!gstate_c.Supports(GPU_SUPPORTS_ANY_FRAMEBUFFER_FETCH) && replaceBlend == REPLACE_BLEND_COPY_FBO) {
if (!texelFetch) {
WRITE(p, "uniform vec2 u_fbotexSize;\n");
}
WRITE(p, "uniform sampler2D fbotex;\n");
}
if (gstate.getBlendFuncA() == GE_SRCBLEND_FIXA) {
if (replaceBlendFuncA == GE_SRCBLEND_FIXA) {
WRITE(p, "uniform vec3 u_blendFixA;\n");
}
if (gstate.getBlendFuncB() == GE_DSTBLEND_FIXB) {
if (replaceBlendFuncB == GE_DSTBLEND_FIXB) {
WRITE(p, "uniform vec3 u_blendFixB;\n");
}
}
if (gstate_c.needShaderTexClamp && doTexture) {
if (needShaderTexClamp && doTexture) {
WRITE(p, "uniform vec4 u_texclamp;\n");
if (textureAtOffset) {
if (id.Bit(BIT_TEXTURE_AT_OFFSET)) {
WRITE(p, "uniform vec2 u_texclampoff;\n");
}
}
@ -538,10 +582,12 @@ void GenerateFragmentShader(char *buffer) {
}
}
}
if (stencilToAlpha && ReplaceAlphaWithStencilType() == STENCIL_VALUE_UNIFORM) {
StencilValueType replaceAlphaWithStencilType = (StencilValueType)id.Bits(BIT_REPLACE_ALPHA_WITH_STENCIL_TYPE, 4);
if (stencilToAlpha && replaceAlphaWithStencilType == STENCIL_VALUE_UNIFORM) {
WRITE(p, "uniform float u_stencilReplaceValue;\n");
}
if (gstate.isTextureMapEnabled() && gstate.getTextureFunction() == GE_TEXFUNC_BLEND)
if (doTexture && texFunc == GE_TEXFUNC_BLEND)
WRITE(p, "uniform vec3 u_texenv;\n");
WRITE(p, "%s %s vec4 v_color0;\n", shading, varying);
@ -587,13 +633,13 @@ void GenerateFragmentShader(char *buffer) {
}
// PowerVR needs a custom modulo function. For some reason, this has far higher precision than the builtin one.
if ((gl_extensions.bugs & BUG_PVR_SHADER_PRECISION_BAD) && gstate_c.needShaderTexClamp) {
if ((gl_extensions.bugs & BUG_PVR_SHADER_PRECISION_BAD) && needShaderTexClamp) {
WRITE(p, "float mymod(float a, float b) { return a - b * floor(a / b); }\n");
}
WRITE(p, "void main() {\n");
if (gstate.isModeClear()) {
if (isModeClear) {
// Clear mode does not allow any fancy shading.
WRITE(p, " vec4 v = v_color0;\n");
} else {
@ -606,11 +652,11 @@ void GenerateFragmentShader(char *buffer) {
secondary = "";
}
if (gstate.isTextureMapEnabled()) {
if (doTexture) {
const char *texcoord = "v_texcoord";
// TODO: Not sure the right way to do this for projection.
// This path destroys resolution on older PowerVR no matter what I do, so we disable it on SGX 540 and lesser, and live with the consequences.
if (gstate_c.needShaderTexClamp && !(gl_extensions.bugs & BUG_PVR_SHADER_PRECISION_TERRIBLE)) {
if (needShaderTexClamp && !(gl_extensions.bugs & BUG_PVR_SHADER_PRECISION_TERRIBLE)) {
// We may be clamping inside a larger surface (tex = 64x64, buffer=480x272).
// We may also be wrapping in such a surface, or either one in a too-small surface.
// Obviously, clamping to a smaller surface won't work. But better to clamp to something.
@ -619,19 +665,19 @@ void GenerateFragmentShader(char *buffer) {
if (doTextureProjection) {
ucoord += " / v_texcoord.z";
vcoord = "(v_texcoord.y / v_texcoord.z)";
// Vertex texcoords are NOT flipped when projecting despite gstate_c.flipTexture.
} else if (gstate_c.flipTexture) {
// Vertex texcoords are NOT flipped when projecting despite flipTexture.
} else if (flipTexture) {
vcoord = "1.0 - " + vcoord;
}
std::string modulo = (gl_extensions.bugs & BUG_PVR_SHADER_PRECISION_BAD) ? "mymod" : "mod";
if (gstate.isTexCoordClampedS()) {
if (id.Bit(BIT_CLAMP_S)) {
ucoord = "clamp(" + ucoord + ", u_texclamp.z, u_texclamp.x - u_texclamp.z)";
} else {
ucoord = modulo + "(" + ucoord + ", u_texclamp.x)";
}
if (gstate.isTexCoordClampedT()) {
if (id.Bit(BIT_CLAMP_T)) {
vcoord = "clamp(" + vcoord + ", u_texclamp.w, u_texclamp.y - u_texclamp.w)";
} else {
vcoord = modulo + "(" + vcoord + ", u_texclamp.y)";
@ -641,7 +687,7 @@ void GenerateFragmentShader(char *buffer) {
vcoord = "(" + vcoord + " + u_texclampoff.y)";
}
if (gstate_c.flipTexture) {
if (flipTexture) {
vcoord = "1.0 - " + vcoord;
}
@ -649,7 +695,7 @@ void GenerateFragmentShader(char *buffer) {
texcoord = "fixedcoord";
// We already projected it.
doTextureProjection = false;
} else if (doTextureProjection && gstate_c.flipTexture) {
} else if (doTextureProjection && flipTexture) {
// Since we need to flip v, we project manually.
WRITE(p, " vec2 fixedcoord = vec2(v_texcoord.x / v_texcoord.z, 1.0 - (v_texcoord.y / v_texcoord.z));\n");
texcoord = "fixedcoord";
@ -664,7 +710,7 @@ void GenerateFragmentShader(char *buffer) {
WRITE(p, " vec4 p = v_color0;\n");
if (doTextureAlpha) { // texfmt == RGBA
switch (gstate.getTextureFunction()) {
switch (texFunc) {
case GE_TEXFUNC_MODULATE:
WRITE(p, " vec4 v = p * t%s;\n", secondary);
break;
@ -691,7 +737,7 @@ void GenerateFragmentShader(char *buffer) {
WRITE(p, " vec4 v = p;\n"); break;
}
} else { // texfmt == RGB
switch (gstate.getTextureFunction()) {
switch (texFunc) {
case GE_TEXFUNC_MODULATE:
WRITE(p, " vec4 v = vec4(t.rgb * p.rgb, p.a)%s;\n", secondary);
break;
@ -738,7 +784,6 @@ void GenerateFragmentShader(char *buffer) {
if (enableAlphaTest) {
if (alphaTestAgainstZero) {
GEComparison alphaTestFunc = gstate.getAlphaTestFunction();
// When testing against 0 (extremely common), we can avoid some math.
// 0.002 is approximately half of 1.0 / 255.0.
if (alphaTestFunc == GE_COMP_NOTEQUAL || alphaTestFunc == GE_COMP_GREATER) {
@ -755,7 +800,6 @@ void GenerateFragmentShader(char *buffer) {
WRITE(p, " float aResult = %s(testtex, vec2(%s, 0)).a;\n", texture, alphaTestXCoord.c_str());
WRITE(p, " if (aResult < 0.5) discard;\n");
} else {
GEComparison alphaTestFunc = gstate.getAlphaTestFunction();
const char *alphaTestFuncs[] = { "#", "#", " != ", " == ", " >= ", " > ", " <= ", " < " };
if (alphaTestFuncs[alphaTestFunc][0] != '#') {
if (bitwiseOps) {
@ -777,7 +821,6 @@ void GenerateFragmentShader(char *buffer) {
if (enableColorTest) {
if (colorTestAgainstZero) {
GEComparison colorTestFunc = gstate.getColorTestFunction();
// When testing against 0 (common), we can avoid some math.
// 0.002 is approximately half of 1.0 / 255.0.
if (colorTestFunc == GE_COMP_NOTEQUAL) {
@ -794,7 +837,6 @@ void GenerateFragmentShader(char *buffer) {
WRITE(p, " float rResult = %s(testtex, vec2(vScale256.r, 0)).r;\n", texture);
WRITE(p, " float gResult = %s(testtex, vec2(vScale256.g, 0)).g;\n", texture);
WRITE(p, " float bResult = %s(testtex, vec2(vScale256.b, 0)).b;\n", texture);
GEComparison colorTestFunc = gstate.getColorTestFunction();
if (colorTestFunc == GE_COMP_EQUAL) {
// Equal means all parts must be equal.
WRITE(p, " if (rResult < 0.5 || gResult < 0.5 || bResult < 0.5) discard;\n");
@ -803,7 +845,6 @@ void GenerateFragmentShader(char *buffer) {
WRITE(p, " if (rResult < 0.5 && gResult < 0.5 && bResult < 0.5) discard;\n");
}
} else {
GEComparison colorTestFunc = gstate.getColorTestFunction();
const char *colorTestFuncs[] = { "#", "#", " != ", " == " };
if (colorTestFuncs[colorTestFunc][0] != '#') {
if (bitwiseOps) {
@ -837,9 +878,8 @@ void GenerateFragmentShader(char *buffer) {
}
if (replaceBlend == REPLACE_BLEND_PRE_SRC || replaceBlend == REPLACE_BLEND_PRE_SRC_2X_ALPHA) {
GEBlendSrcFactor funcA = gstate.getBlendFuncA();
const char *srcFactor = "ERROR";
switch (funcA) {
switch (replaceBlendFuncA) {
case GE_SRCBLEND_DSTCOLOR: srcFactor = "ERROR"; break;
case GE_SRCBLEND_INVDSTCOLOR: srcFactor = "ERROR"; break;
case GE_SRCBLEND_SRCALPHA: srcFactor = "vec3(v.a)"; break;
@ -867,15 +907,10 @@ void GenerateFragmentShader(char *buffer) {
WRITE(p, " lowp vec4 destColor = %s(fbotex, ivec2(gl_FragCoord.x, gl_FragCoord.y), 0);\n", texelFetch);
}
GEBlendSrcFactor funcA = gstate.getBlendFuncA();
GEBlendDstFactor funcB = gstate.getBlendFuncB();
GEBlendMode eq = gstate.getBlendEq();
const char *srcFactor = "vec3(1.0)";
const char *dstFactor = "vec3(0.0)";
switch (funcA)
{
switch (replaceBlendFuncA) {
case GE_SRCBLEND_DSTCOLOR: srcFactor = "destColor.rgb"; break;
case GE_SRCBLEND_INVDSTCOLOR: srcFactor = "(vec3(1.0) - destColor.rgb)"; break;
case GE_SRCBLEND_SRCALPHA: srcFactor = "vec3(v.a)"; break;
@ -888,8 +923,7 @@ void GenerateFragmentShader(char *buffer) {
case GE_SRCBLEND_DOUBLEINVDSTALPHA: srcFactor = "vec3(1.0 - destColor.a * 2.0)"; break;
case GE_SRCBLEND_FIXA: srcFactor = "u_blendFixA"; break;
}
switch (funcB)
{
switch (replaceBlendFuncB) {
case GE_DSTBLEND_SRCCOLOR: dstFactor = "v.rgb"; break;
case GE_DSTBLEND_INVSRCCOLOR: dstFactor = "(vec3(1.0) - v.rgb)"; break;
case GE_DSTBLEND_SRCALPHA: dstFactor = "vec3(v.a)"; break;
@ -903,8 +937,7 @@ void GenerateFragmentShader(char *buffer) {
case GE_DSTBLEND_FIXB: dstFactor = "u_blendFixB"; break;
}
switch (eq)
{
switch (replaceBlendEq) {
case GE_BLENDMODE_MUL_AND_ADD:
WRITE(p, " v.rgb = v.rgb * %s + destColor.rgb * %s;\n", srcFactor, dstFactor);
break;
@ -934,7 +967,7 @@ void GenerateFragmentShader(char *buffer) {
std::string replacedAlpha = "0.0";
char replacedAlphaTemp[64] = "";
if (stencilToAlpha != REPLACE_ALPHA_NO) {
switch (ReplaceAlphaWithStencilType()) {
switch (replaceAlphaWithStencilType) {
case STENCIL_VALUE_UNIFORM:
replacedAlpha = "u_stencilReplaceValue";
break;
@ -984,7 +1017,8 @@ void GenerateFragmentShader(char *buffer) {
break;
}
switch (ReplaceLogicOpType()) {
LogicOpReplaceType replaceLogicOpType = (LogicOpReplaceType)id.Bits(BIT_REPLACE_LOGIC_OP_TYPE, 2);
switch (replaceLogicOpType) {
case LOGICOPTYPE_ONE:
WRITE(p, " %s.rgb = vec3(1.0, 1.0, 1.0);\n", fragColor0);
break;

View file

@ -21,8 +21,8 @@
struct ShaderID;
void ComputeFragmentShaderID(ShaderID *id);
void GenerateFragmentShader(char *buffer);
void ComputeFragmentShaderID(ShaderID *id, uint32_t vertType);
void GenerateFragmentShader(const ShaderID &id, char *buffer);
enum StencilValueType {
STENCIL_VALUE_UNIFORM,

View file

@ -826,7 +826,7 @@ Shader *ShaderManager::ApplyVertexShader(int prim, u32 vertType) {
LinkedShader *ShaderManager::ApplyFragmentShader(Shader *vs, int prim, u32 vertType) {
ShaderID FSID;
ComputeFragmentShaderID(&FSID);
ComputeFragmentShaderID(&FSID, vertType);
if (lastVShaderSame_ && FSID == lastFSID_) {
lastShader_->UpdateUniforms(vertType);
return lastShader_;
@ -838,7 +838,7 @@ LinkedShader *ShaderManager::ApplyFragmentShader(Shader *vs, int prim, u32 vertT
Shader *fs;
if (fsIter == fsCache_.end()) {
// Fragment shader not in cache. Let's compile it.
GenerateFragmentShader(codeBuffer_);
GenerateFragmentShader(FSID, codeBuffer_);
fs = new Shader(codeBuffer_, GL_FRAGMENT_SHADER, vs->UseHWTransform(), FSID);
fsCache_[FSID] = fs;
} else {