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parent
e2d2950865
commit
f424bf73ae
2 changed files with 19 additions and 7 deletions
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@ -487,6 +487,7 @@ void GenerateFragmentShader(char *buffer) {
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const char *texture = "texture2D";
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const char *texelFetch = NULL;
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bool highpFog = false;
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bool highpTexcoord = false;
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bool bitwiseOps = false;
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#if defined(USING_GLES2)
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@ -511,7 +512,8 @@ void GenerateFragmentShader(char *buffer) {
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// PowerVR needs highp to do the fog in MHU correctly.
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// Others don't, and some can't handle highp in the fragment shader.
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highpFog = gl_extensions.gpuVendor == GPU_VENDOR_POWERVR;
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highpTexcoord = highpFog;
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// GL_NV_shader_framebuffer_fetch available on mobile platform and ES 2.0 only but not desktop
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if (gl_extensions.NV_shader_framebuffer_fetch) {
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WRITE(p, "#extension GL_NV_shader_framebuffer_fetch : require\n");
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@ -635,9 +637,9 @@ void GenerateFragmentShader(char *buffer) {
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}
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if (doTexture) {
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if (doTextureProjection)
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WRITE(p, "%s mediump vec3 v_texcoord;\n", varying);
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WRITE(p, "%s %s vec3 v_texcoord;\n", varying, highpTexcoord ? "highp" : "mediump");
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else
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WRITE(p, "%s mediump vec2 v_texcoord;\n", varying);
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WRITE(p, "%s %s vec2 v_texcoord;\n", varying, highpTexcoord ? "highp" : "mediump");
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}
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if (!g_Config.bFragmentTestCache) {
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@ -668,6 +670,11 @@ void GenerateFragmentShader(char *buffer) {
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WRITE(p, "out vec4 fragColor0;\n");
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}
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// PowerVR needs a custom modulo function. For some reason, this has far higher precision than the builtin one.
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if (gl_extensions.gpuVendor == GPU_VENDOR_POWERVR && gstate_c.needShaderTexClamp) {
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WRITE(p, "float mymod(float a, float b) { return a - b * floor(a / b); }\n");
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}
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WRITE(p, "void main() {\n");
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if (gstate.isModeClear()) {
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@ -700,15 +707,17 @@ void GenerateFragmentShader(char *buffer) {
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vcoord = "1.0 - " + vcoord;
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}
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std::string modulo = gl_extensions.gpuVendor == GPU_VENDOR_POWERVR ? "mymod" : "mod";
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if (gstate.isTexCoordClampedS()) {
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ucoord = "clamp(" + ucoord + ", u_texclamp.z, u_texclamp.x - u_texclamp.z)";
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} else {
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ucoord = "mod(" + ucoord + ", u_texclamp.x)";
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ucoord = modulo + "(" + ucoord + ", u_texclamp.x)";
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}
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if (gstate.isTexCoordClampedT()) {
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vcoord = "clamp(" + vcoord + ", u_texclamp.w, u_texclamp.y - u_texclamp.w)";
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} else {
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vcoord = "mod(" + vcoord + ", u_texclamp.y)";
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vcoord = modulo + "(" + vcoord + ", u_texclamp.y)";
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}
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if (textureAtOffset) {
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ucoord = "(" + ucoord + " + u_texclampoff.x)";
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@ -163,6 +163,7 @@ void GenerateVertexShader(int prim, u32 vertType, char *buffer, bool useHWTransf
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const char *attribute = "attribute";
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const char * const * boneWeightDecl = boneWeightAttrDecl;
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bool highpFog = false;
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bool highpTexcoord = false;
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#if defined(USING_GLES2)
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// Let's wait until we have a real use for this.
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@ -178,6 +179,8 @@ void GenerateVertexShader(int prim, u32 vertType, char *buffer, bool useHWTransf
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// PowerVR needs highp to do the fog in MHU correctly.
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// Others don't, and some can't handle highp in the fragment shader.
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highpFog = gl_extensions.gpuVendor == GPU_VENDOR_POWERVR;
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highpTexcoord = gl_extensions.gpuVendor == GPU_VENDOR_POWERVR;
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#elif !defined(FORCE_OPENGL_2_0)
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if (gl_extensions.VersionGEThan(3, 3, 0)) {
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glslES30 = true;
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@ -339,9 +342,9 @@ void GenerateVertexShader(int prim, u32 vertType, char *buffer, bool useHWTransf
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}
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if (doTexture) {
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if (doTextureProjection)
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WRITE(p, "%s mediump vec3 v_texcoord;\n", varying);
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WRITE(p, "%s %s vec3 v_texcoord;\n", varying, highpTexcoord ? "highp" : "mediump");
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else
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WRITE(p, "%s mediump vec2 v_texcoord;\n", varying);
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WRITE(p, "%s %s vec2 v_texcoord;\n", varying, highpTexcoord ? "highp" : "mediump");
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}
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