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@ -54,6 +54,8 @@ static void SetShaderUniformBlockBindings(GLuint shader) {
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}
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RasterizerOpenGL::RasterizerOpenGL() {
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shader_dirty = true;
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has_ARB_buffer_storage = false;
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has_ARB_direct_state_access = false;
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has_ARB_separate_shader_objects = false;
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@ -106,8 +108,6 @@ RasterizerOpenGL::RasterizerOpenGL() {
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state.draw.vertex_buffer = stream_buffer->GetHandle();
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pipeline.Create();
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vs_input_index_min = 0;
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vs_input_index_max = 0;
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state.draw.program_pipeline = pipeline.handle;
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state.draw.shader_program = 0;
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state.draw.vertex_array = hw_vao.handle;
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@ -233,7 +233,60 @@ bool RasterizerOpenGL::AccelerateDisplay(const void* config, PAddr framebuffer_a
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}
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void RasterizerOpenGL::SetShader() {
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UNIMPLEMENTED();
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// TODO(bunnei): The below sets up a static test shader for passing untransformed vertices to
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// OpenGL for rendering. This should be removed/replaced when we start emulating Maxwell
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// shaders.
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static constexpr char vertex_shader[] = R"(
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#version 150 core
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in vec2 vert_position;
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in vec2 vert_tex_coord;
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out vec2 frag_tex_coord;
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void main() {
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// Multiply input position by the rotscale part of the matrix and then manually translate by
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// the last column. This is equivalent to using a full 3x3 matrix and expanding the vector
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// to `vec3(vert_position.xy, 1.0)`
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gl_Position = vec4(mat2(mat3x2(0.0015625f, 0.0, 0.0, -0.0027778, -1.0, 1.0)) * vert_position + mat3x2(0.0015625f, 0.0, 0.0, -0.0027778, -1.0, 1.0)[2], 0.0, 1.0);
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frag_tex_coord = vert_tex_coord;
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}
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)";
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static constexpr char fragment_shader[] = R"(
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#version 150 core
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in vec2 frag_tex_coord;
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out vec4 color;
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uniform sampler2D color_texture;
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void main() {
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color = vec4(1.0, 0.0, 0.0, 1.0);
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}
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)";
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if (current_shader) {
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return;
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}
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LOG_ERROR(HW_GPU, "Emulated shaders are not supported! Using a passthrough shader.");
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current_shader = &test_shader;
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if (has_ARB_separate_shader_objects) {
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test_shader.shader.Create(vertex_shader, nullptr, fragment_shader, {}, true);
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glActiveShaderProgram(pipeline.handle, test_shader.shader.handle);
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} else {
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ASSERT_MSG(false, "Unimplemented");
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}
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state.draw.shader_program = test_shader.shader.handle;
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state.Apply();
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if (has_ARB_separate_shader_objects) {
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state.draw.shader_program = 0;
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state.Apply();
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}
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}
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void RasterizerOpenGL::SyncClipEnabled() {
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