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Use qualifier for GLES3 framebuffer fetch.
Note: still statically disabled.
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parent
1fb271a607
commit
33e37f4cd3
@ -88,7 +88,10 @@ bool GenerateFragmentShader(const ShaderID &id, char *buffer) {
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highpTexcoord = highpFog;
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if (gstate_c.featureFlags & GPU_SUPPORTS_ANY_FRAMEBUFFER_FETCH) {
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if (gl_extensions.EXT_shader_framebuffer_fetch) {
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if (gl_extensions.GLES3 && gl_extensions.EXT_shader_framebuffer_fetch) {
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WRITE(p, "#extension GL_EXT_shader_framebuffer_fetch : require\n");
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lastFragData = "fragColor0";
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} else if (gl_extensions.EXT_shader_framebuffer_fetch) {
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WRITE(p, "#extension GL_EXT_shader_framebuffer_fetch : require\n");
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lastFragData = "gl_LastFragData[0]";
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} else if (gl_extensions.NV_shader_framebuffer_fetch) {
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@ -252,12 +255,16 @@ bool GenerateFragmentShader(const ShaderID &id, char *buffer) {
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}
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if (!strcmp(fragColor0, "fragColor0")) {
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const char *qualifierColor0 = "out";
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if (lastFragData && !strcmp(lastFragData, fragColor0)) {
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qualifierColor0 = "inout";
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}
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// Output the output color definitions.
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if (stencilToAlpha == REPLACE_ALPHA_DUALSOURCE) {
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WRITE(p, "out vec4 fragColor0;\n");
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WRITE(p, "%s vec4 fragColor0;\n", qualifierColor0);
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WRITE(p, "out vec4 fragColor1;\n");
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} else {
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WRITE(p, "out vec4 fragColor0;\n");
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WRITE(p, "%s vec4 fragColor0;\n", qualifierColor0);
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}
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}
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