mirror of
https://github.com/yuzu-emu/yuzu.git
synced 2024-12-25 18:30:06 +00:00
Use regular uniform location
The support for GL_ARB_explicit_uniform_location is not that good (53% according to http://feedback.wildfiregames.com/report/opengl/feature/GL_ARB_explicit_uniform_location). This fix the shader compilation on Intel HD 4000 (#1222).
This commit is contained in:
parent
c642dc459b
commit
0735630744
@ -492,9 +492,10 @@ void RasterizerOpenGL::SetShader() {
|
||||
state.Apply();
|
||||
|
||||
// Set the texture samplers to correspond to different texture units
|
||||
glUniform1i(PicaShader::Uniform::Texture0, 0);
|
||||
glUniform1i(PicaShader::Uniform::Texture1, 1);
|
||||
glUniform1i(PicaShader::Uniform::Texture2, 2);
|
||||
GLuint uniform_tex = glGetUniformLocation(shader->shader.handle, "tex");
|
||||
glUniform1i(uniform_tex, 0);
|
||||
glUniform1i(uniform_tex + 1, 1);
|
||||
glUniform1i(uniform_tex + 2, 2);
|
||||
|
||||
current_shader = shader_cache.emplace(config, std::move(shader)).first->second.get();
|
||||
|
||||
|
@ -138,13 +138,6 @@ public:
|
||||
struct PicaShader {
|
||||
/// OpenGL shader resource
|
||||
OGLShader shader;
|
||||
|
||||
/// Fragment shader uniforms
|
||||
enum Uniform : GLuint {
|
||||
Texture0 = 0,
|
||||
Texture1 = 1,
|
||||
Texture2 = 2,
|
||||
};
|
||||
};
|
||||
|
||||
private:
|
||||
|
@ -321,8 +321,6 @@ static void WriteTevStage(std::string& out, const PicaShaderConfig& config, unsi
|
||||
std::string GenerateFragmentShader(const PicaShaderConfig& config) {
|
||||
std::string out = R"(
|
||||
#version 330
|
||||
#extension GL_ARB_explicit_uniform_location : require
|
||||
|
||||
#define NUM_TEV_STAGES 6
|
||||
|
||||
in vec4 primary_color;
|
||||
@ -338,9 +336,7 @@ layout (std140) uniform shader_data {
|
||||
|
||||
)";
|
||||
|
||||
using Uniform = RasterizerOpenGL::PicaShader::Uniform;
|
||||
out += "layout(location = " + std::to_string((int)Uniform::Texture0) + ") uniform sampler2D tex[3];\n";
|
||||
|
||||
out += "uniform sampler2D tex[3];\n";
|
||||
out += "void main() {\n";
|
||||
out += "vec4 combiner_buffer = tev_combiner_buffer_color;\n";
|
||||
out += "vec4 last_tex_env_out = vec4(0.0);\n";
|
||||
|
Loading…
Reference in New Issue
Block a user