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GLES: Cut down on use of USING_GLES2.
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@ -25,15 +25,10 @@
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#include "GPU/GLES/TextureCacheGLES.h"
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#include "GPU/Common/DepalettizeShaderCommon.h"
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#ifdef _WIN32
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#define SHADERLOG
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#endif
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static const char *depalVShader100 =
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#ifdef USING_GLES2
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"#version 100\n"
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"#ifdef GL_ES\n"
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"precision highp float;\n"
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#endif
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"#endif\n"
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"attribute vec4 a_position;\n"
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"attribute vec2 a_texcoord0;\n"
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"varying vec2 v_texcoord0;\n"
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@ -43,12 +38,9 @@ static const char *depalVShader100 =
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"}\n";
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static const char *depalVShader300 =
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#ifdef USING_GLES2
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"#version 300 es\n"
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"#ifdef GL_ES\n"
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"precision highp float;\n"
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#else
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"#version 330\n"
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#endif
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"#endif\n"
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"in vec4 a_position;\n"
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"in vec2 a_texcoord0;\n"
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"out vec2 v_texcoord0;\n"
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@ -76,7 +68,13 @@ void DepalShaderCacheGLES::DeviceRestore(Draw::DrawContext *draw) {
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bool DepalShaderCacheGLES::CreateVertexShader() {
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std::string src(useGL3_ ? depalVShader300 : depalVShader100);
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vertexShader_ = render_->CreateShader(GL_VERTEX_SHADER, src, "depal");
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std::string prelude;
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if (gl_extensions.IsGLES) {
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prelude = useGL3_ ? "#version 300 es\n" : "#version 100\n";
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} else if (useGL3_) {
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prelude = "#version 330\n";
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}
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vertexShader_ = render_->CreateShader(GL_VERTEX_SHADER, prelude + src, "depal");
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return true;
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}
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@ -54,9 +54,9 @@ static const char tex_fs[] =
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"#define gl_FragColor fragColor0\n"
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"out vec4 fragColor0;\n"
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"#endif\n"
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#ifdef USING_GLES2
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"#ifdef GL_ES\n"
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"precision mediump float;\n"
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#endif
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"#endif\n"
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"uniform sampler2D sampler0;\n"
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"varying vec2 v_texcoord0;\n"
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"void main() {\n"
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@ -55,9 +55,7 @@ static const char tex_fs[] =
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"}\n";
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static const char basic_vs[] =
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#ifndef USING_GLES2
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"#version 120\n"
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#endif
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"attribute vec4 a_position;\n"
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"attribute vec2 a_texcoord0;\n"
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"uniform mat4 u_viewproj;\n"
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@ -36,9 +36,7 @@ static const char preview_fs[] =
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"}\n";
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static const char preview_vs[] =
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#ifndef USING_GLES2
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"#version 120\n"
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#endif
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"attribute vec4 a_position;\n"
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"uniform mat4 u_viewproj;\n"
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"void main() {\n"
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@ -347,11 +347,10 @@ public:
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return caps_;
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}
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uint32_t GetSupportedShaderLanguages() const override {
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#if defined(USING_GLES2)
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return (uint32_t)ShaderLanguage::GLSL_ES_200 | (uint32_t)ShaderLanguage::GLSL_ES_300;
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#else
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return (uint32_t)ShaderLanguage::GLSL_ES_200 | (uint32_t)ShaderLanguage::GLSL_410;
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#endif
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if (gl_extensions.IsGLES)
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return (uint32_t)ShaderLanguage::GLSL_ES_200 | (uint32_t)ShaderLanguage::GLSL_ES_300;
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else
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return (uint32_t)ShaderLanguage::GLSL_ES_200 | (uint32_t)ShaderLanguage::GLSL_410;
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}
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uint32_t GetDataFormatSupport(DataFormat fmt) const override;
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@ -1163,11 +1162,8 @@ uint32_t OpenGLContext::GetDataFormatSupport(DataFormat fmt) const {
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case DataFormat::B4G4R4A4_UNORM_PACK16:
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return FMT_RENDERTARGET | FMT_TEXTURE | FMT_AUTOGEN_MIPS; // native support
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case DataFormat::A4R4G4B4_UNORM_PACK16:
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#ifndef USING_GLES2
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// Can support this if _REV formats are supported.
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return FMT_TEXTURE;
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#endif
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return 0;
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return gl_extensions.IsGLES ? 0 : FMT_TEXTURE;
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case DataFormat::R8G8B8A8_UNORM:
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return FMT_RENDERTARGET | FMT_TEXTURE | FMT_INPUTLAYOUT | FMT_AUTOGEN_MIPS;
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@ -350,11 +350,7 @@ int main(int argc, const char* argv[])
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g_Config.bAutoSaveSymbolMap = false;
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g_Config.iRenderingMode = 1;
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g_Config.bHardwareTransform = true;
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#ifdef USING_GLES2
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g_Config.iAnisotropyLevel = 0;
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#else
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g_Config.iAnisotropyLevel = 0; // When testing mipmapping we really don't want this.
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#endif
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g_Config.bVertexCache = true;
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g_Config.bTrueColor = true;
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g_Config.iLanguage = PSP_SYSTEMPARAM_LANGUAGE_ENGLISH;
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