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mirror of https://github.com/blawar/GLideN64.git synced 2024-07-04 10:03:36 +00:00

Make workaround for #1601 Intel-specific.

Fixed Blending changes broke PowerVR devices #1608
This commit is contained in:
Sergey Lipskiy 2017-09-30 15:46:53 +07:00
parent 70c540b073
commit e8b03cd599

View File

@ -438,8 +438,7 @@ public:
"# define OUT \n"
"#endif // __VERSION __ \n"
;
}
else if (_glinfo.isGLESX) {
} else if (_glinfo.isGLESX) {
std::stringstream ss;
ss << "#version " << Utils::to_string(_glinfo.majorVersion) << Utils::to_string(_glinfo.minorVersion) << "0 es " << std::endl;
ss << "# define IN in" << std::endl
@ -464,26 +463,47 @@ public:
class ShaderBlender1 : public ShaderPart
{
public:
ShaderBlender1()
ShaderBlender1(const opengl::GLInfo & _glinfo)
{
#if 1
m_part =
" muxPM[0] = clampedColor; \n"
" lowp vec4 vprobe = vec4(0.0, 1.0, 2.0, 3.0); \n"
" if (uForceBlendCycle1 != 0) { \n"
" muxA[0] = clampedColor.a; \n"
" lowp float muxa = dot(muxA, ivec4(equal(vec4(uBlendMux1[1]), vprobe))); \n"
" muxB[0] = 1.0 - muxa; \n"
" lowp vec4 muxpm0 = muxPM * ivec4(equal(vec4(uBlendMux1[0]), vprobe)); \n"
" lowp vec4 muxpm2 = muxPM * ivec4(equal(vec4(uBlendMux1[2]), vprobe)); \n"
" lowp float muxb = dot(muxB, ivec4(equal(vec4(uBlendMux1[3]), vprobe))); \n"
" lowp vec4 blend1 = (muxpm0 * muxa) + (muxpm2 * muxb); \n"
" clampedColor.rgb = clamp(blend1.rgb, 0.0, 1.0); \n"
" } else { \n"
" lowp vec4 muxpm0 = muxPM * ivec4(equal(vec4(uBlendMux1[0]), vprobe)); \n"
" clampedColor.rgb = muxpm0.rgb; \n"
" } \n"
;
if (_glinfo.renderer != opengl::Renderer::Intel) {
m_part =
" muxPM[0] = clampedColor; \n"
" lowp vec4 vprobe = vec4(0.0, 1.0, 2.0, 3.0); \n"
" if (uForceBlendCycle1 != 0) { \n"
" muxA[0] = clampedColor.a; \n"
" lowp float muxa = dot(muxA, vec4(equal(vec4(uBlendMux1[1]), vprobe))); \n"
" muxB[0] = 1.0 - muxa; \n"
" lowp vec4 muxpm0 = muxPM * vec4(equal(vec4(uBlendMux1[0]), vprobe)); \n"
" lowp vec4 muxpm2 = muxPM * vec4(equal(vec4(uBlendMux1[2]), vprobe)); \n"
" lowp float muxb = dot(muxB, vec4(equal(vec4(uBlendMux1[3]), vprobe))); \n"
" lowp vec4 blend1 = (muxpm0 * muxa) + (muxpm2 * muxb); \n"
" clampedColor.rgb = clamp(blend1.rgb, 0.0, 1.0); \n"
" } else { \n"
" lowp vec4 muxpm0 = muxPM * vec4(equal(vec4(uBlendMux1[0]), vprobe)); \n"
" clampedColor.rgb = muxpm0.rgb; \n"
" } \n"
;
} else {
// Workarond for Intel drivers for Mac, issue #1601
m_part =
" muxPM[0] = clampedColor; \n"
" lowp vec4 vprobe = vec4(0.0, 1.0, 2.0, 3.0); \n"
" if (uForceBlendCycle1 != 0) { \n"
" muxA[0] = clampedColor.a; \n"
" lowp float muxa = dot(muxA, ivec4(equal(vec4(uBlendMux1[1]), vprobe))); \n"
" muxB[0] = 1.0 - muxa; \n"
" lowp vec4 muxpm0 = muxPM * ivec4(equal(vec4(uBlendMux1[0]), vprobe)); \n"
" lowp vec4 muxpm2 = muxPM * ivec4(equal(vec4(uBlendMux1[2]), vprobe)); \n"
" lowp float muxb = dot(muxB, ivec4(equal(vec4(uBlendMux1[3]), vprobe))); \n"
" lowp vec4 blend1 = (muxpm0 * muxa) + (muxpm2 * muxb); \n"
" clampedColor.rgb = clamp(blend1.rgb, 0.0, 1.0); \n"
" } else { \n"
" lowp vec4 muxpm0 = muxPM * ivec4(equal(vec4(uBlendMux1[0]), vprobe)); \n"
" clampedColor.rgb = muxpm0.rgb; \n"
" } \n"
;
}
#else
// Keep old code for reference
m_part =
@ -510,26 +530,47 @@ public:
class ShaderBlender2 : public ShaderPart
{
public:
ShaderBlender2()
ShaderBlender2(const opengl::GLInfo & _glinfo)
{
#if 1
m_part =
" muxPM[0] = clampedColor; \n"
" muxPM[1] = vec4(0.0); \n"
" if (uForceBlendCycle2 != 0) { \n"
" muxA[0] = clampedColor.a; \n"
" lowp float muxa = dot(muxA, ivec4(equal(vec4(uBlendMux2[1]), vprobe))); \n"
" muxB[0] = 1.0 - muxa; \n"
" lowp vec4 muxpm0 = muxPM * ivec4(equal(vec4(uBlendMux2[0]), vprobe)); \n"
" lowp vec4 muxpm2 = muxPM * ivec4(equal(vec4(uBlendMux2[2]), vprobe)); \n"
" lowp float muxb = dot(muxB, ivec4(equal(vec4(uBlendMux2[3]), vprobe))); \n"
" lowp vec4 blend2 = muxpm0 * muxa + muxpm2 * muxb; \n"
" clampedColor.rgb = clamp(blend2.rgb, 0.0, 1.0); \n"
" } else { \n"
" lowp vec4 muxpm0 = muxPM * ivec4(equal(vec4(uBlendMux2[0]), vprobe)); \n"
" clampedColor.rgb = muxpm0.rgb; \n"
" } \n"
;
if (_glinfo.renderer != opengl::Renderer::Intel) {
m_part =
" muxPM[0] = clampedColor; \n"
" muxPM[1] = vec4(0.0); \n"
" if (uForceBlendCycle2 != 0) { \n"
" muxA[0] = clampedColor.a; \n"
" lowp float muxa = dot(muxA, vec4(equal(vec4(uBlendMux2[1]), vprobe))); \n"
" muxB[0] = 1.0 - muxa; \n"
" lowp vec4 muxpm0 = muxPM*vec4(equal(vec4(uBlendMux2[0]), vprobe)); \n"
" lowp vec4 muxpm2 = muxPM*vec4(equal(vec4(uBlendMux2[2]), vprobe)); \n"
" lowp float muxb = dot(muxB,vec4(equal(vec4(uBlendMux2[3]), vprobe))); \n"
" lowp vec4 blend2 = muxpm0 * muxa + muxpm2 * muxb; \n"
" clampedColor.rgb = clamp(blend2.rgb, 0.0, 1.0); \n"
" } else { \n"
" lowp vec4 muxpm0 = muxPM * vec4(equal(vec4(uBlendMux2[0]), vprobe)); \n"
" clampedColor.rgb = muxpm0.rgb; \n"
" } \n"
;
} else {
// Workarond for Intel drivers for Mac, issue #1601
m_part =
" muxPM[0] = clampedColor; \n"
" muxPM[1] = vec4(0.0); \n"
" if (uForceBlendCycle2 != 0) { \n"
" muxA[0] = clampedColor.a; \n"
" lowp float muxa = dot(muxA, ivec4(equal(vec4(uBlendMux2[1]), vprobe))); \n"
" muxB[0] = 1.0 - muxa; \n"
" lowp vec4 muxpm0 = muxPM * ivec4(equal(vec4(uBlendMux2[0]), vprobe)); \n"
" lowp vec4 muxpm2 = muxPM * ivec4(equal(vec4(uBlendMux2[2]), vprobe)); \n"
" lowp float muxb = dot(muxB, ivec4(equal(vec4(uBlendMux2[3]), vprobe))); \n"
" lowp vec4 blend2 = muxpm0 * muxa + muxpm2 * muxb; \n"
" clampedColor.rgb = clamp(blend2.rgb, 0.0, 1.0); \n"
" } else { \n"
" lowp vec4 muxpm0 = muxPM * ivec4(equal(vec4(uBlendMux2[0]), vprobe)); \n"
" clampedColor.rgb = muxpm0.rgb; \n"
" } \n"
;
}
#else
// Keep old code for reference
m_part =
@ -1937,8 +1978,8 @@ GLuint _createVertexShader(ShaderPart * _header, ShaderPart * _body)
}
CombinerProgramBuilder::CombinerProgramBuilder(const opengl::GLInfo & _glinfo, opengl::CachedUseProgram * _useProgram)
: m_blender1(new ShaderBlender1)
, m_blender2(new ShaderBlender2)
: m_blender1(new ShaderBlender1(_glinfo))
, m_blender2(new ShaderBlender2(_glinfo))
, m_legacyBlender(new ShaderLegacyBlender)
, m_clamp(new ShaderClamp)
, m_signExtendColorC(new ShaderSignExtendColorC)