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GPU/HW: Fix GLSL ES compile error
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42a9d8c353
commit
1653cf82a2
@ -201,7 +201,6 @@ void GPU_HW_ShaderGen::WriteBatchTextureFilter(std::stringstream& ss, GPUTexture
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// JINC2 and xBRZ shaders originally from beetle-psx, modified to support filtering mask channel.
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if (texture_filter == GPUTextureFilter::Bilinear || texture_filter == GPUTextureFilter::BilinearBinAlpha)
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{
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DefineMacro(ss, "TEXTURE_ALPHA_BLENDING", texture_filter != GPUTextureFilter::BilinearBinAlpha);
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ss << R"(
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void FilteredSampleFromVRAM(TEXPAGE_VALUE texpage, float2 coords, float4 uv_limits,
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out float4 texcol, out float ialpha)
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@ -265,7 +264,6 @@ void FilteredSampleFromVRAM(TEXPAGE_VALUE texpage, float2 coords, float4 uv_limi
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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*/
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DefineMacro(ss, "TEXTURE_ALPHA_BLENDING", texture_filter != GPUTextureFilter::JINC2BinAlpha);
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ss << R"(
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CONSTANT float JINC2_WINDOW_SINC = 0.44;
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CONSTANT float JINC2_SINC = 0.82;
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@ -442,7 +440,6 @@ void FilteredSampleFromVRAM(TEXPAGE_VALUE texpage, float2 coords, float4 uv_limi
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THE SOFTWARE.
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*/
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DefineMacro(ss, "TEXTURE_ALPHA_BLENDING", texture_filter == GPUTextureFilter::xBRBinAlpha);
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ss << R"(
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CONSTANT int BLEND_NONE = 0;
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CONSTANT int BLEND_NORMAL = 1;
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@ -729,8 +726,6 @@ void FilteredSampleFromVRAM(TEXPAGE_VALUE texpage, float2 coords, float4 uv_limi
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}
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else if (texture_filter == GPUTextureFilter::MMPX)
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{
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DefineMacro(ss, "TEXTURE_ALPHA_BLENDING", false);
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ss << "#define src(xoffs, yoffs) packUnorm4x8(SampleFromVRAM(texpage, clamp(bcoords + float2((xoffs), (yoffs)), "
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"uv_limits.xy, uv_limits.zw)))\n";
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@ -839,9 +834,6 @@ void FilteredSampleFromVRAM(TEXPAGE_VALUE texpage, float2 coords, float4 uv_limi
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}
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else if (texture_filter == GPUTextureFilter::MMPXEnhanced)
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{
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DefineMacro(ss, "TEXTURE_ALPHA_BLENDING", false);
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DefineMacro(ss, "MMPX_ENHANCED", (texture_filter == GPUTextureFilter::MMPXEnhanced));
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ss << "#define src(xoffs, yoffs) packUnorm4x8(SampleFromVRAM(texpage, clamp(bcoords + float2((xoffs), (yoffs)), "
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"uv_limits.xy, uv_limits.zw)))\n";
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@ -1095,7 +1087,6 @@ void FilteredSampleFromVRAM(TEXPAGE_VALUE texpage, float2 coords, float4 uv_limi
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else if (texture_filter == GPUTextureFilter::Scale2x)
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{
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// Based on https://www.scale2x.it/algorithm
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DefineMacro(ss, "TEXTURE_ALPHA_BLENDING", false);
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ss << R"(
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#define src(xoffs, yoffs) packUnorm4x8(SampleFromVRAM(texpage, clamp(bcoords + float2((xoffs), (yoffs)), uv_limits.xy, uv_limits.zw)))
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@ -1128,7 +1119,6 @@ void FilteredSampleFromVRAM(TEXPAGE_VALUE texpage, float2 coords, float4 uv_limi
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else if (texture_filter == GPUTextureFilter::Scale3x)
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{
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// Based on https://www.scale2x.it/algorithm
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DefineMacro(ss, "TEXTURE_ALPHA_BLENDING", false);
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ss << R"(
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#define src(xoffs, yoffs) packUnorm4x8(SampleFromVRAM(texpage, clamp(bcoords + float2((xoffs), (yoffs)), uv_limits.xy, uv_limits.zw)))
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@ -1186,10 +1176,6 @@ void FilteredSampleFromVRAM(TEXPAGE_VALUE texpage, float2 coords, float4 uv_limi
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#undef src
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)";
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}
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else
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{
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DefineMacro(ss, "TEXTURE_ALPHA_BLENDING", false);
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}
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}
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std::string GPU_HW_ShaderGen::GenerateBatchFragmentShader(
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@ -1233,6 +1219,7 @@ std::string GPU_HW_ShaderGen::GenerateBatchFragmentShader(
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DefineMacro(ss, "INTERLACING_SCALED", interlacing && scaled_interlacing);
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DefineMacro(ss, "TRUE_COLOR", true_color);
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DefineMacro(ss, "TEXTURE_FILTERING", texture_filtering != GPUTextureFilter::Nearest);
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DefineMacro(ss, "TEXTURE_ALPHA_BLENDING", is_blended_texture_filtering);
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DefineMacro(ss, "UV_LIMITS", uv_limits);
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DefineMacro(ss, "USE_ROV", use_rov);
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DefineMacro(ss, "USE_ROV_DEPTH", use_rov_depth);
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