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Cleanup
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parent
3d4fc7c696
commit
7a63b5e69e
@ -24,10 +24,12 @@
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#include <unistd.h>
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#endif
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#include "Common/Log.h"
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#include "Common/TimeUtil.h"
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namespace net {
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void Init()
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{
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#ifdef _WIN32
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@ -45,7 +47,6 @@ void Shutdown()
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}
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bool DNSResolve(const std::string &host, const std::string &service, addrinfo **res, std::string &error, DNSType type) {
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#if PPSSPP_PLATFORM(SWITCH)
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// Force IPv4 lookups.
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if (type == DNSType::IPV6) {
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@ -468,7 +468,8 @@ bool GenerateFragmentShaderGLSL(const FShaderID &id, char *buffer, const GLSLSha
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}
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if (doTexture) {
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std::string texcoord = StringFromFormat("%sv_texcoord", compat.inPrefix);
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char texcoord[64];
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snprintf(texcoord, sizeof(texcoord), "%sv_texcoord", compat.inPrefix);
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// TODO: Not sure the right way to do this for projection.
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// This path destroys resolution on older PowerVR no matter what I do if projection is needed,
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// so we disable it on SGX 540 and lesser, and live with the consequences.
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@ -507,7 +508,7 @@ bool GenerateFragmentShaderGLSL(const FShaderID &id, char *buffer, const GLSLSha
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}
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WRITE(p, " vec2 fixedcoord = vec2(%s, %s);\n", ucoord.c_str(), vcoord.c_str());
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texcoord = "fixedcoord";
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truncate_cpy(texcoord, "fixedcoord");
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// We already projected it.
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doTextureProjection = false;
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}
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@ -517,28 +518,28 @@ bool GenerateFragmentShaderGLSL(const FShaderID &id, char *buffer, const GLSLSha
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if (doTextureProjection) {
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WRITE(p, " vec4 t = tex.Sample(samp, %sv_texcoord.xy / %sv_texcoord.z)%s;\n", compat.inPrefix, compat.inPrefix, bgraTexture ? ".bgra" : "");
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} else {
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WRITE(p, " vec4 t = tex.Sample(samp, %s.xy)%s;\n", texcoord.c_str(), bgraTexture ? ".bgra" : "");
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WRITE(p, " vec4 t = tex.Sample(samp, %s.xy)%s;\n", texcoord, bgraTexture ? ".bgra" : "");
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}
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} else if (compat.shaderLanguage == HLSL_D3D9) {
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if (doTextureProjection) {
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WRITE(p, " vec4 t = tex2Dproj(tex, vec4(%sv_texcoord.x, %sv_texcoord.y, 0, %sv_texcoord.z))%s;\n", compat.inPrefix, compat.inPrefix, compat.inPrefix, bgraTexture ? ".bgra" : "");
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} else {
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WRITE(p, " vec4 t = tex2D(tex, %s.xy)%s;\n", texcoord.c_str(), bgraTexture ? ".bgra" : "");
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WRITE(p, " vec4 t = tex2D(tex, %s.xy)%s;\n", texcoord, bgraTexture ? ".bgra" : "");
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}
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} else {
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if (doTextureProjection) {
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WRITE(p, " vec4 t = %sProj(tex, %s);\n", compat.texture, texcoord.c_str());
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WRITE(p, " vec4 t = %sProj(tex, %s);\n", compat.texture, texcoord);
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} else {
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WRITE(p, " vec4 t = %s(tex, %s.xy);\n", compat.texture, texcoord.c_str());
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WRITE(p, " vec4 t = %s(tex, %s.xy);\n", compat.texture, texcoord);
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}
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}
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} else {
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if (doTextureProjection) {
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// We don't use textureProj because we need better control and it's probably not much of a savings anyway.
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// However it is good for precision on older hardware like PowerVR.
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WRITE(p, " vec2 uv = %s.xy/%s.z;\n vec2 uv_round;\n", texcoord.c_str(), texcoord.c_str());
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WRITE(p, " vec2 uv = %s.xy/%s.z;\n vec2 uv_round;\n", texcoord, texcoord);
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} else {
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WRITE(p, " vec2 uv = %s.xy;\n vec2 uv_round;\n", texcoord.c_str());
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WRITE(p, " vec2 uv = %s.xy;\n vec2 uv_round;\n", texcoord);
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}
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WRITE(p, " vec2 tsize = vec2(textureSize(tex, 0));\n");
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WRITE(p, " vec2 fraction;\n");
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@ -597,6 +597,9 @@ void ShaderManagerGLES::DetectShaderLanguage() {
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compat.glslES30 = true;
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compat.bitwiseOps = true;
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compat.texelFetch = "texelFetch";
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compat.varying_vs = "out";
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compat.varying_fs = "in";
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compat.attribute = "in";
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} else {
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compat.shaderLanguage = ShaderLanguage::GLSL_140;
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compat.glslVersionNumber = 100; // GLSL ES 1.0
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@ -619,6 +622,9 @@ void ShaderManagerGLES::DetectShaderLanguage() {
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compat.glslES30 = true;
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compat.bitwiseOps = true;
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compat.texelFetch = "texelFetch";
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compat.varying_vs = "out";
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compat.varying_fs = "in";
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compat.attribute = "in";
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} else if (gl_extensions.VersionGEThan(3, 0, 0)) {
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compat.shaderLanguage = ShaderLanguage::GLSL_140;
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compat.glslVersionNumber = 130;
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@ -652,12 +658,6 @@ void ShaderManagerGLES::DetectShaderLanguage() {
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compat.lastFragData = "gl_LastFragColorARM";
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}
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}
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if (compat.glslES30 || gl_extensions.IsCoreContext) {
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compat.varying_vs = "out";
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compat.varying_fs = "in";
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compat.attribute = "in";
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}
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}
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void ShaderManagerGLES::Clear() {
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