mirror of
https://github.com/hrydgard/ppsspp.git
synced 2025-04-02 11:01:50 -04:00
Move the generic vertex shader generator into GPU/Common and rename it.
This commit is contained in:
parent
be837912e1
commit
f4ea3ccf22
18 changed files with 52 additions and 65 deletions
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@ -1250,8 +1250,6 @@ set(GPU_GLES
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GPU/GLES/TextureScalerGLES.h
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GPU/GLES/DrawEngineGLES.cpp
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GPU/GLES/DrawEngineGLES.h
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GPU/GLES/VertexShaderGeneratorGLES.cpp
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GPU/GLES/VertexShaderGeneratorGLES.h
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)
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set(GPU_VULKAN
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@ -1340,6 +1338,8 @@ set(GPU_SOURCES
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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/VertexShaderGenerator.cpp
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GPU/Common/VertexShaderGenerator.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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@ -176,3 +176,16 @@ enum class PspAttributeLocation {
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COUNT
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};
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// Pre-fetched attrs and uniforms (used by GL only).
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enum {
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ATTR_POSITION = 0,
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ATTR_TEXCOORD = 1,
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ATTR_NORMAL = 2,
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ATTR_W1 = 3,
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ATTR_W2 = 4,
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ATTR_COLOR0 = 5,
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ATTR_COLOR1 = 6,
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ATTR_COUNT,
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};
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@ -27,8 +27,7 @@
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#include "GPU/Common/ShaderId.h"
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#include "GPU/Common/ShaderUniforms.h"
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#include "GPU/Common/VertexDecoderCommon.h"
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#include "GPU/GLES/VertexShaderGeneratorGLES.h"
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#include "GPU/GLES/ShaderManagerGLES.h"
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#include "GPU/Common/VertexShaderGenerator.h"
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#undef WRITE
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@ -148,7 +147,7 @@ const char *hlsl_preamble_vs =
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"#define highp\n"
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"\n";
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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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bool GenerateVertexShader(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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@ -21,7 +21,7 @@
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struct VShaderID;
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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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bool GenerateVertexShader(const VShaderID &id, char *buffer, const ShaderLanguageDesc &compat, uint32_t *attrMask, uint64_t *uniformMask, std::string *errorString);
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// D3D9 constants.
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enum {
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@ -34,8 +34,8 @@
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#include "GPU/Math3D.h"
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#include "GPU/GPUState.h"
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#include "GPU/ge_constants.h"
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#include "GPU/Common/VertexShaderGenerator.h"
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#include "GPU/D3D11/ShaderManagerD3D11.h"
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#include "GPU/GLES/VertexShaderGeneratorGLES.h"
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#include "GPU/D3D11/D3D11Util.h"
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D3D11FragmentShader::D3D11FragmentShader(ID3D11Device *device, D3D_FEATURE_LEVEL featureLevel, FShaderID id, const char *code, bool useHWTransform)
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@ -210,7 +210,7 @@ void ShaderManagerD3D11::GetShaders(int prim, u32 vertType, D3D11VertexShader **
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std::string genErrorString;
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uint32_t attrMask;
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uint64_t uniformMask;
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GenerateVertexShaderGLSL(VSID, codeBuffer_, compat_, &attrMask, &uniformMask, &genErrorString);
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GenerateVertexShader(VSID, codeBuffer_, compat_, &attrMask, &uniformMask, &genErrorString);
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vs = new D3D11VertexShader(device_, featureLevel_, VSID, codeBuffer_, vertType, useHWTransform);
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vsCache_[VSID] = vs;
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} else {
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@ -582,7 +582,7 @@ VSShader *ShaderManagerDX9::ApplyShader(bool useHWTransform, bool useHWTessellat
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std::string genErrorString;
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uint32_t attrMask;
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uint64_t uniformMask;
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if (GenerateVertexShaderGLSL(VSID, codeBuffer_, compat_, &attrMask, &uniformMask, &genErrorString)) {
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if (GenerateVertexShader(VSID, codeBuffer_, compat_, &attrMask, &uniformMask, &genErrorString)) {
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vs = new VSShader(device_, VSID, codeBuffer_, useHWTransform);
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}
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if (!vs || vs->Failed()) {
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@ -607,7 +607,7 @@ VSShader *ShaderManagerDX9::ApplyShader(bool useHWTransform, bool useHWTessellat
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// Can still work with software transform.
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uint32_t attrMask;
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uint64_t uniformMask;
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bool success = GenerateVertexShaderGLSL(VSID, codeBuffer_, compat_, &attrMask, &uniformMask, &genErrorString);
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bool success = GenerateVertexShader(VSID, codeBuffer_, compat_, &attrMask, &uniformMask, &genErrorString);
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_assert_(success);
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vs = new VSShader(device_, VSID, codeBuffer_, false);
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}
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@ -21,7 +21,7 @@
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#include <cstdint>
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#include "Common/Common.h"
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#include "GPU/GLES/VertexShaderGeneratorGLES.h"
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#include "GPU/Common/VertexShaderGenerator.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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@ -721,7 +721,7 @@ Shader *ShaderManagerGLES::CompileVertexShader(VShaderID VSID) {
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uint32_t attrMask;
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uint64_t uniformMask;
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std::string errorString;
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if (!GenerateVertexShaderGLSL(VSID, codeBuffer_, compat_, &attrMask, &uniformMask, &errorString)) {
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if (!GenerateVertexShader(VSID, codeBuffer_, compat_, &attrMask, &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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@ -23,24 +23,11 @@
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#include "Common/GPU/OpenGL/GLRenderManager.h"
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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/Common/VertexShaderGenerator.h"
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#include "GPU/Common/FragmentShaderGenerator.h"
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class Shader;
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// Pre-fetched attrs and uniforms
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enum {
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ATTR_POSITION = 0,
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ATTR_TEXCOORD = 1,
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ATTR_NORMAL = 2,
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ATTR_W1 = 3,
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ATTR_W2 = 4,
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ATTR_COLOR0 = 5,
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ATTR_COLOR1 = 6,
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ATTR_COUNT,
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};
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class LinkedShader {
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public:
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LinkedShader(GLRenderManager *render, VShaderID VSID, Shader *vs, FShaderID FSID, Shader *fs, bool useHWTransform, bool preloading = false);
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@ -368,6 +368,7 @@
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<ClInclude Include="Common\TextureScalerCommon.h" />
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<ClInclude Include="Common\TransformCommon.h" />
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<ClInclude Include="Common\VertexDecoderCommon.h" />
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<ClInclude Include="Common\VertexShaderGenerator.h" />
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<ClInclude Include="D3D11\D3D11Util.h" />
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<ClInclude Include="D3D11\DepalettizeShaderD3D11.h" />
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<ClInclude Include="D3D11\DrawEngineD3D11.h" />
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@ -446,12 +447,6 @@
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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\VertexShaderGeneratorGLES.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="GPU.h" />
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<ClInclude Include="GPUCommon.h" />
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<ClInclude Include="GPUInterface.h" />
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@ -536,6 +531,7 @@
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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="Common\VertexShaderGenerator.cpp" />
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<ClCompile Include="D3D11\D3D11Util.cpp" />
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<ClCompile Include="D3D11\DepalettizeShaderD3D11.cpp" />
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<ClCompile Include="D3D11\DrawEngineD3D11.cpp" />
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@ -628,12 +624,6 @@
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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\VertexShaderGeneratorGLES.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="GPU.cpp" />
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<ClCompile Include="GPUCommon.cpp" />
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<ClCompile Include="GPUState.cpp" />
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@ -189,9 +189,6 @@
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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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<ClInclude Include="GLES\VertexShaderGeneratorGLES.h">
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<Filter>GLES</Filter>
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</ClInclude>
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<ClInclude Include="GLES\FramebufferManagerGLES.h">
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<Filter>GLES</Filter>
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</ClInclude>
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@ -270,6 +267,9 @@
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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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<ClInclude Include="Common\VertexShaderGenerator.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\DepalettizeShaderGLES.cpp">
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<Filter>GLES</Filter>
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</ClCompile>
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<ClCompile Include="GLES\VertexShaderGeneratorGLES.cpp">
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<Filter>GLES</Filter>
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</ClCompile>
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<ClCompile Include="GLES\FramebufferManagerGLES.cpp">
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<Filter>GLES</Filter>
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</ClCompile>
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@ -539,5 +536,8 @@
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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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<ClCompile Include="Common\VertexShaderGenerator.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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@ -36,11 +36,11 @@
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#include "GPU/Math3D.h"
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#include "GPU/GPUState.h"
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#include "GPU/ge_constants.h"
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#include "GPU/Common/FragmentShaderGenerator.h"
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#include "GPU/Common/VertexShaderGenerator.h"
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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/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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: vulkan_(vulkan), id_(id), failed_(false), module_(0) {
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@ -265,7 +265,7 @@ void ShaderManagerVulkan::GetShaders(int prim, u32 vertType, VulkanVertexShader
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std::string genErrorString;
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uint64_t uniformMask = 0; // Not used
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uint32_t attributeMask = 0; // Not used
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bool success = GenerateVertexShaderGLSL(VSID, codeBuffer_, compat_, &attributeMask, &uniformMask, &genErrorString);
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bool success = GenerateVertexShader(VSID, codeBuffer_, compat_, &attributeMask, &uniformMask, &genErrorString);
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_assert_(success);
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vs = new VulkanVertexShader(vulkan_, VSID, codeBuffer_, useHWTransform);
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vsCache_.Insert(VSID, vs);
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@ -398,7 +398,7 @@ bool ShaderManagerVulkan::LoadCache(FILE *f) {
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std::string genErrorString;
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uint32_t attributeMask = 0;
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uint64_t uniformMask = 0;
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if (!GenerateVertexShaderGLSL(id, codeBuffer_, compat_, &attributeMask, &uniformMask, &genErrorString)) {
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if (!GenerateVertexShader(id, codeBuffer_, compat_, &attributeMask, &uniformMask, &genErrorString)) {
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return false;
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}
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VulkanVertexShader *vs = new VulkanVertexShader(vulkan_, id, codeBuffer_, useHWTransform);
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@ -24,7 +24,7 @@
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#include "Common/GPU/Vulkan/VulkanMemory.h"
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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/Common/VertexShaderGenerator.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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@ -402,6 +402,7 @@
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<ClInclude Include="..\..\GPU\Common\TextureScalerCommon.h" />
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<ClInclude Include="..\..\GPU\Common\TransformCommon.h" />
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<ClInclude Include="..\..\GPU\Common\VertexDecoderCommon.h" />
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<ClInclude Include="..\..\GPU\Common\VertexShaderGenerator.h" />
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<ClInclude Include="..\..\GPU\D3D11\D3D11Util.h" />
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<ClInclude Include="..\..\GPU\D3D11\DepalettizeShaderD3D11.h" />
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<ClInclude Include="..\..\GPU\D3D11\DrawEngineD3D11.h" />
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@ -417,7 +418,6 @@
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<ClInclude Include="..\..\GPU\Debugger\Record.h" />
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<ClInclude Include="..\..\GPU\Debugger\RecordFormat.h" />
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<ClInclude Include="..\..\GPU\Debugger\Stepping.h" />
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<ClInclude Include="..\..\GPU\Directx9\VertexShaderGeneratorHLSL.h" />
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<ClInclude Include="..\..\GPU\GeDisasm.h" />
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<ClInclude Include="..\..\GPU\ge_constants.h" />
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<ClInclude Include="..\..\GPU\GPU.h" />
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@ -462,6 +462,7 @@
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<ClCompile Include="..\..\GPU\Common\VertexDecoderCommon.cpp" />
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<ClCompile Include="..\..\GPU\Common\VertexDecoderFake.cpp" />
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<ClCompile Include="..\..\GPU\Common\VertexDecoderX86.cpp" />
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<ClCompile Include="..\..\GPU\Common\VertexShaderGenerator.cpp" />
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<ClCompile Include="..\..\GPU\D3D11\D3D11Util.cpp" />
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<ClCompile Include="..\..\GPU\D3D11\DepalettizeShaderD3D11.cpp" />
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<ClCompile Include="..\..\GPU\D3D11\DrawEngineD3D11.cpp" />
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@ -477,7 +478,6 @@
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<ClCompile Include="..\..\GPU\Debugger\Playback.cpp" />
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<ClCompile Include="..\..\GPU\Debugger\Record.cpp" />
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<ClCompile Include="..\..\GPU\Debugger\Stepping.cpp" />
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<ClCompile Include="..\..\GPU\Directx9\VertexShaderGeneratorHLSL.cpp" />
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<ClCompile Include="..\..\GPU\GeConstants.cpp" />
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<ClCompile Include="..\..\GPU\GeDisasm.cpp" />
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<ClCompile Include="..\..\GPU\GPU.cpp" />
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@ -41,7 +41,6 @@
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<ClCompile Include="..\..\GPU\Debugger\Playback.cpp" />
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<ClCompile Include="..\..\GPU\Debugger\Record.cpp" />
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<ClCompile Include="..\..\GPU\Debugger\Stepping.cpp" />
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<ClCompile Include="..\..\GPU\Directx9\VertexShaderGeneratorHLSL.cpp" />
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<ClCompile Include="..\..\GPU\GeConstants.cpp" />
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<ClCompile Include="..\..\GPU\GeDisasm.cpp" />
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<ClCompile Include="..\..\GPU\GPU.cpp" />
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@ -57,6 +56,7 @@
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<ClCompile Include="pch.cpp" />
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<ClCompile Include="..\..\GPU\Software\RasterizerRectangle.cpp" />
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<ClCompile Include="..\..\GPU\Common\FragmentShaderGenerator.cpp" />
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<ClCompile Include="..\..\GPU\Common\VertexShaderGenerator.cpp" />
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</ItemGroup>
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<ItemGroup>
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<ClInclude Include="..\..\GPU\Common\DepalettizeShaderCommon.h" />
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@ -96,7 +96,6 @@
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<ClInclude Include="..\..\GPU\Debugger\Record.h" />
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<ClInclude Include="..\..\GPU\Debugger\RecordFormat.h" />
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<ClInclude Include="..\..\GPU\Debugger\Stepping.h" />
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<ClInclude Include="..\..\GPU\Directx9\VertexShaderGeneratorHLSL.h" />
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<ClInclude Include="..\..\GPU\GeDisasm.h" />
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<ClInclude Include="..\..\GPU\ge_constants.h" />
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<ClInclude Include="..\..\GPU\GPU.h" />
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@ -114,5 +113,6 @@
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<ClInclude Include="targetver.h" />
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<ClInclude Include="..\..\GPU\Software\RasterizerRectangle.h" />
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<ClInclude Include="..\..\GPU\Common\FragmentShaderGenerator.h" />
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<ClInclude Include="..\..\GPU\Common\VertexShaderGenerator.h" />
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</ItemGroup>
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</Project>
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@ -326,6 +326,7 @@ EXEC_AND_LIB_FILES := \
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$(SRC)/GPU/Common/TextureDecoder.cpp \
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$(SRC)/GPU/Common/PostShader.cpp \
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$(SRC)/GPU/Common/ShaderUniforms.cpp \
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$(SRC)/GPU/Common/VertexShaderGenerator.cpp \
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$(SRC)/GPU/Debugger/Breakpoints.cpp \
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$(SRC)/GPU/Debugger/Debugger.cpp \
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$(SRC)/GPU/Debugger/Playback.cpp \
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@ -333,14 +334,13 @@ EXEC_AND_LIB_FILES := \
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$(SRC)/GPU/Debugger/Stepping.cpp \
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$(SRC)/GPU/GLES/FramebufferManagerGLES.cpp \
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$(SRC)/GPU/GLES/DepalettizeShaderGLES.cpp \
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$(SRC)/GPU/GLES/DepthBufferGLES.cpp.arm \
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$(SRC)/GPU/GLES/DepthBufferGLES.cpp \
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$(SRC)/GPU/GLES/GPU_GLES.cpp.arm \
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$(SRC)/GPU/GLES/StencilBufferGLES.cpp.arm \
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$(SRC)/GPU/GLES/StencilBufferGLES.cpp \
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$(SRC)/GPU/GLES/TextureCacheGLES.cpp.arm \
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$(SRC)/GPU/GLES/DrawEngineGLES.cpp.arm \
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$(SRC)/GPU/GLES/StateMappingGLES.cpp.arm \
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$(SRC)/GPU/GLES/ShaderManagerGLES.cpp.arm \
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$(SRC)/GPU/GLES/VertexShaderGeneratorGLES.cpp.arm \
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$(SRC)/GPU/GLES/FragmentTestCacheGLES.cpp.arm \
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$(SRC)/GPU/GLES/TextureScalerGLES.cpp \
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$(SRC)/GPU/Null/NullGpu.cpp \
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@ -249,6 +249,7 @@ SOURCES_CXX += \
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$(GPUDIR)/Debugger/Record.cpp \
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$(GPUDIR)/Debugger/Stepping.cpp \
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$(GPUDIR)/Common/FragmentShaderGenerator.cpp \
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$(GPUDIR)/Common/VertexShaderGenerator.cpp \
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$(GPUDIR)/Common/TextureCacheCommon.cpp \
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$(GPUDIR)/Common/TextureScalerCommon.cpp \
|
||||
$(GPUDIR)/Common/SoftwareTransformCommon.cpp \
|
||||
|
@ -269,7 +270,6 @@ SOURCES_CXX += \
|
|||
$(GPUDIR)/Software/RasterizerRectangle.cpp \
|
||||
$(GPUDIR)/GLES/DepalettizeShaderGLES.cpp \
|
||||
$(GPUDIR)/GLES/DepthBufferGLES.cpp \
|
||||
$(GPUDIR)/GLES/VertexShaderGeneratorGLES.cpp \
|
||||
$(GPUDIR)/GLES/DrawEngineGLES.cpp \
|
||||
$(GPUDIR)/GLES/GPU_GLES.cpp \
|
||||
$(GPUDIR)/GLES/FragmentTestCacheGLES.cpp \
|
||||
|
|
|
@ -10,9 +10,7 @@
|
|||
#include "GPU/Vulkan/VulkanContext.h"
|
||||
|
||||
#include "GPU/Common/FragmentShaderGenerator.h"
|
||||
|
||||
#include "GPU/GLES/VertexShaderGeneratorGLES.h"
|
||||
#include "GPU/GLES/VertexShaderGeneratorGLES.h"
|
||||
#include "GPU/Common/VertexShaderGenerator.h"
|
||||
|
||||
#include "GPU/D3D11/D3D11Util.h"
|
||||
#include "GPU/D3D11/D3D11Loader.h"
|
||||
|
@ -60,27 +58,27 @@ bool GenerateVShader(VShaderID id, char *buffer, ShaderLanguage lang, std::strin
|
|||
case ShaderLanguage::GLSL_VULKAN:
|
||||
{
|
||||
ShaderLanguageDesc compat(ShaderLanguage::GLSL_VULKAN);
|
||||
return GenerateVertexShaderGLSL(id, buffer, compat, &attrMask, &uniformMask, errorString);
|
||||
return GenerateVertexShader(id, buffer, compat, &attrMask, &uniformMask, errorString);
|
||||
}
|
||||
case ShaderLanguage::GLSL_140:
|
||||
{
|
||||
ShaderLanguageDesc compat(ShaderLanguage::GLSL_140);
|
||||
return GenerateVertexShaderGLSL(id, buffer, compat, &attrMask, &uniformMask, errorString);
|
||||
return GenerateVertexShader(id, buffer, compat, &attrMask, &uniformMask, errorString);
|
||||
}
|
||||
case ShaderLanguage::GLSL_300:
|
||||
{
|
||||
ShaderLanguageDesc compat(ShaderLanguage::GLSL_140);
|
||||
return GenerateVertexShaderGLSL(id, buffer, compat, &attrMask, &uniformMask, errorString);
|
||||
return GenerateVertexShader(id, buffer, compat, &attrMask, &uniformMask, errorString);
|
||||
}
|
||||
case ShaderLanguage::HLSL_D3D9:
|
||||
{
|
||||
ShaderLanguageDesc compat(ShaderLanguage::HLSL_D3D9);
|
||||
return GenerateVertexShaderGLSL(id, buffer, compat, &attrMask, &uniformMask, errorString);
|
||||
return GenerateVertexShader(id, buffer, compat, &attrMask, &uniformMask, errorString);
|
||||
}
|
||||
case ShaderLanguage::HLSL_D3D11:
|
||||
{
|
||||
ShaderLanguageDesc compat(ShaderLanguage::HLSL_D3D11);
|
||||
return GenerateVertexShaderGLSL(id, buffer, compat, &attrMask, &uniformMask, errorString);
|
||||
return GenerateVertexShader(id, buffer, compat, &attrMask, &uniformMask, errorString);
|
||||
}
|
||||
default:
|
||||
return false;
|
||||
|
|
Loading…
Add table
Reference in a new issue