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https://github.com/blawar/GLideN64.git
synced 2024-07-04 10:03:36 +00:00
Guard image texture code since GLES2 does not support it.
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@ -216,6 +216,7 @@ DepthBuffer *DepthBuffer_FindBuffer( u32 address )
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}
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void DepthBuffer_ClearBuffer() {
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#ifndef GLES2
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if (!OGL.bImageTexture)
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return;
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DepthBuffer *current = depthBuffer.top;
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@ -227,4 +228,5 @@ void DepthBuffer_ClearBuffer() {
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OGL_DrawRect(0,0,VI.width, VI.height, color);
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glBindImageTexture(depthImageUnit, current->depth_texture->glName, 0, GL_FALSE, 0, GL_READ_WRITE, GL_RGBA32F);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, frameBuffer.top->fbo);
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#endif // GLES2
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}
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@ -75,6 +75,7 @@ bool check_program_link_status(GLuint obj)
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return true;
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}
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#ifndef GLES2
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static
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void InitZlutTexture()
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{
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@ -163,6 +164,7 @@ void DestroyShadowMapShader()
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glDeleteShader(g_shadow_map_fragment_shader_object);
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glDeleteProgram(g_draw_shadow_map_program);
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}
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#endif // GLES2
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void InitGLSLCombiner()
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{
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@ -203,14 +205,19 @@ void InitGLSLCombiner()
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assert(check_shader_compile_status(g_calc_depth_shader_object));
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}
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#ifndef GLES2
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InitZlutTexture();
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InitShadowMapShader();
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#endif
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}
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void DestroyGLSLCombiner() {
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
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#ifndef GLES2
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DestroyZlutTexture();
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DestroyShadowMapShader();
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#endif
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}
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const char *ColorInput_1cycle[] = {
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@ -686,6 +693,7 @@ void GLSLCombiner::UpdateAlphaTestInfo(bool _bForce) {
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}
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}
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#ifndef GLES2
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void GLSL_RenderDepth() {
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if (!OGL.bImageTexture)
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return;
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@ -789,3 +797,4 @@ void GLS_SetShadowMapCombiner() {
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gDP.changed |= CHANGED_COMBINE;
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}
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#endif // GLES2
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@ -905,9 +905,11 @@ void OGL_DrawTexturedRect( float ulx, float uly, float lrx, float lry, float uls
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combiner.current->compiled->UpdateRenderState();
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}
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#ifndef GLES2
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// if ((gDP.otherMode.l >> 16) == 0x3c18 && gDP.combine.muxs0 == 0x00ffffff && gDP.combine.muxs1 == 0xfffff238) //depth image based fog
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if (gSP.textureTile[0]->frameBuffer == NULL && gSP.textureTile[1]->frameBuffer == NULL && gDP.textureImage.address >= gDP.depthImageAddress && gDP.textureImage.address < (gDP.depthImageAddress + gDP.colorImage.width*gDP.colorImage.width*6/4))
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GLS_SetShadowMapCombiner();
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#endif // GLES2
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if (frameBuffer.drawBuffer != GL_FRAMEBUFFER)
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glViewport( 0, (frameBuffer.drawBuffer == GL_BACK ? OGL.heightOffset : 0), OGL.width, OGL.height );
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