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mirror of https://github.com/blawar/GLideN64.git synced 2024-07-07 03:13:49 +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" "# define OUT \n"
"#endif // __VERSION __ \n" "#endif // __VERSION __ \n"
; ;
} } else if (_glinfo.isGLESX) {
else if (_glinfo.isGLESX) {
std::stringstream ss; std::stringstream ss;
ss << "#version " << Utils::to_string(_glinfo.majorVersion) << Utils::to_string(_glinfo.minorVersion) << "0 es " << std::endl; ss << "#version " << Utils::to_string(_glinfo.majorVersion) << Utils::to_string(_glinfo.minorVersion) << "0 es " << std::endl;
ss << "# define IN in" << std::endl ss << "# define IN in" << std::endl
@ -464,26 +463,47 @@ public:
class ShaderBlender1 : public ShaderPart class ShaderBlender1 : public ShaderPart
{ {
public: public:
ShaderBlender1() ShaderBlender1(const opengl::GLInfo & _glinfo)
{ {
#if 1 #if 1
m_part = if (_glinfo.renderer != opengl::Renderer::Intel) {
" muxPM[0] = clampedColor; \n" m_part =
" lowp vec4 vprobe = vec4(0.0, 1.0, 2.0, 3.0); \n" " muxPM[0] = clampedColor; \n"
" if (uForceBlendCycle1 != 0) { \n" " lowp vec4 vprobe = vec4(0.0, 1.0, 2.0, 3.0); \n"
" muxA[0] = clampedColor.a; \n" " if (uForceBlendCycle1 != 0) { \n"
" lowp float muxa = dot(muxA, ivec4(equal(vec4(uBlendMux1[1]), vprobe))); \n" " muxA[0] = clampedColor.a; \n"
" muxB[0] = 1.0 - muxa; \n" " lowp float muxa = dot(muxA, vec4(equal(vec4(uBlendMux1[1]), vprobe))); \n"
" lowp vec4 muxpm0 = muxPM * ivec4(equal(vec4(uBlendMux1[0]), vprobe)); \n" " muxB[0] = 1.0 - muxa; \n"
" lowp vec4 muxpm2 = muxPM * ivec4(equal(vec4(uBlendMux1[2]), vprobe)); \n" " lowp vec4 muxpm0 = muxPM * vec4(equal(vec4(uBlendMux1[0]), vprobe)); \n"
" lowp float muxb = dot(muxB, ivec4(equal(vec4(uBlendMux1[3]), vprobe))); \n" " lowp vec4 muxpm2 = muxPM * vec4(equal(vec4(uBlendMux1[2]), vprobe)); \n"
" lowp vec4 blend1 = (muxpm0 * muxa) + (muxpm2 * muxb); \n" " lowp float muxb = dot(muxB, vec4(equal(vec4(uBlendMux1[3]), vprobe))); \n"
" clampedColor.rgb = clamp(blend1.rgb, 0.0, 1.0); \n" " lowp vec4 blend1 = (muxpm0 * muxa) + (muxpm2 * muxb); \n"
" } else { \n" " clampedColor.rgb = clamp(blend1.rgb, 0.0, 1.0); \n"
" lowp vec4 muxpm0 = muxPM * ivec4(equal(vec4(uBlendMux1[0]), vprobe)); \n" " } else { \n"
" clampedColor.rgb = muxpm0.rgb; \n" " lowp vec4 muxpm0 = muxPM * vec4(equal(vec4(uBlendMux1[0]), vprobe)); \n"
" } \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 #else
// Keep old code for reference // Keep old code for reference
m_part = m_part =
@ -510,26 +530,47 @@ public:
class ShaderBlender2 : public ShaderPart class ShaderBlender2 : public ShaderPart
{ {
public: public:
ShaderBlender2() ShaderBlender2(const opengl::GLInfo & _glinfo)
{ {
#if 1 #if 1
m_part = if (_glinfo.renderer != opengl::Renderer::Intel) {
" muxPM[0] = clampedColor; \n" m_part =
" muxPM[1] = vec4(0.0); \n" " muxPM[0] = clampedColor; \n"
" if (uForceBlendCycle2 != 0) { \n" " muxPM[1] = vec4(0.0); \n"
" muxA[0] = clampedColor.a; \n" " if (uForceBlendCycle2 != 0) { \n"
" lowp float muxa = dot(muxA, ivec4(equal(vec4(uBlendMux2[1]), vprobe))); \n" " muxA[0] = clampedColor.a; \n"
" muxB[0] = 1.0 - muxa; \n" " lowp float muxa = dot(muxA, vec4(equal(vec4(uBlendMux2[1]), vprobe))); \n"
" lowp vec4 muxpm0 = muxPM * ivec4(equal(vec4(uBlendMux2[0]), vprobe)); \n" " muxB[0] = 1.0 - muxa; \n"
" lowp vec4 muxpm2 = muxPM * ivec4(equal(vec4(uBlendMux2[2]), vprobe)); \n" " lowp vec4 muxpm0 = muxPM*vec4(equal(vec4(uBlendMux2[0]), vprobe)); \n"
" lowp float muxb = dot(muxB, ivec4(equal(vec4(uBlendMux2[3]), vprobe))); \n" " lowp vec4 muxpm2 = muxPM*vec4(equal(vec4(uBlendMux2[2]), vprobe)); \n"
" lowp vec4 blend2 = muxpm0 * muxa + muxpm2 * muxb; \n" " lowp float muxb = dot(muxB,vec4(equal(vec4(uBlendMux2[3]), vprobe))); \n"
" clampedColor.rgb = clamp(blend2.rgb, 0.0, 1.0); \n" " lowp vec4 blend2 = muxpm0 * muxa + muxpm2 * muxb; \n"
" } else { \n" " clampedColor.rgb = clamp(blend2.rgb, 0.0, 1.0); \n"
" lowp vec4 muxpm0 = muxPM * ivec4(equal(vec4(uBlendMux2[0]), vprobe)); \n" " } else { \n"
" clampedColor.rgb = muxpm0.rgb; \n" " lowp vec4 muxpm0 = muxPM * vec4(equal(vec4(uBlendMux2[0]), vprobe)); \n"
" } \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 #else
// Keep old code for reference // Keep old code for reference
m_part = m_part =
@ -1937,8 +1978,8 @@ GLuint _createVertexShader(ShaderPart * _header, ShaderPart * _body)
} }
CombinerProgramBuilder::CombinerProgramBuilder(const opengl::GLInfo & _glinfo, opengl::CachedUseProgram * _useProgram) CombinerProgramBuilder::CombinerProgramBuilder(const opengl::GLInfo & _glinfo, opengl::CachedUseProgram * _useProgram)
: m_blender1(new ShaderBlender1) : m_blender1(new ShaderBlender1(_glinfo))
, m_blender2(new ShaderBlender2) , m_blender2(new ShaderBlender2(_glinfo))
, m_legacyBlender(new ShaderLegacyBlender) , m_legacyBlender(new ShaderLegacyBlender)
, m_clamp(new ShaderClamp) , m_clamp(new ShaderClamp)
, m_signExtendColorC(new ShaderSignExtendColorC) , m_signExtendColorC(new ShaderSignExtendColorC)