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authorReinUsesLisp <reinuseslisp@airmail.cc>2018-12-26 06:08:32 +0100
committerReinUsesLisp <reinuseslisp@airmail.cc>2019-01-15 21:54:53 +0100
commitdf74ff3c8be9e9c6cf214affa15412b5bd108a4f (patch)
treed1d1830e4aa190100bff1cc7ba744092fba70c5d /src/video_core/renderer_opengl
parentvideo_core: Rename glsl_decompiler to gl_shader_decompiler (diff)
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Diffstat (limited to 'src/video_core/renderer_opengl')
-rw-r--r--src/video_core/renderer_opengl/gl_shader_decompiler.cpp2
-rw-r--r--src/video_core/renderer_opengl/gl_shader_gen.cpp38
2 files changed, 22 insertions, 18 deletions
diff --git a/src/video_core/renderer_opengl/gl_shader_decompiler.cpp b/src/video_core/renderer_opengl/gl_shader_decompiler.cpp
index 4ded51074..bff6b0b0e 100644
--- a/src/video_core/renderer_opengl/gl_shader_decompiler.cpp
+++ b/src/video_core/renderer_opengl/gl_shader_decompiler.cpp
@@ -1531,7 +1531,7 @@ std::string GetCommonDeclarations() {
"}\n\n"
"vec2 toHalf2(float value) {\n"
" return unpackHalf2x16(ftou(value));\n"
- "}\n\n";
+ "}\n";
}
ProgramResult Decompile(const ShaderIR& ir, Maxwell::ShaderStage stage, const std::string& suffix) {
diff --git a/src/video_core/renderer_opengl/gl_shader_gen.cpp b/src/video_core/renderer_opengl/gl_shader_gen.cpp
index a3f39152c..446d1a93f 100644
--- a/src/video_core/renderer_opengl/gl_shader_gen.cpp
+++ b/src/video_core/renderer_opengl/gl_shader_gen.cpp
@@ -21,8 +21,8 @@ ProgramResult GenerateVertexShader(const ShaderSetup& setup) {
const std::string id = fmt::format("{:016x}", setup.program.unique_identifier);
std::string out = "#version 430 core\n";
- out += "// Shader Unique Id: VS" + id + '\n';
- out += "#extension GL_ARB_separate_shader_objects : enable\n";
+ out += "#extension GL_ARB_separate_shader_objects : enable\n\n";
+ out += "// Shader Unique Id: VS" + id + "\n\n";
out += GetCommonDeclarations();
out += R"(
@@ -33,6 +33,7 @@ layout(std140) uniform vs_config {
uvec4 config_pack; // instance_id, flip_stage, y_direction, padding
uvec4 alpha_test;
};
+
)";
ShaderIR program_ir(setup.program.code, PROGRAM_OFFSET);
ProgramResult program = Decompile(program_ir, Maxwell3D::Regs::ShaderStage::Vertex, "vertex");
@@ -80,11 +81,12 @@ ProgramResult GenerateGeometryShader(const ShaderSetup& setup) {
// Version is intentionally skipped in shader generation, it's added by the lazy compilation.
const std::string id = fmt::format("{:016x}", setup.program.unique_identifier);
- std::string out = "// Shader Unique Id: GS" + id + '\n';
- out += "#extension GL_ARB_separate_shader_objects : enable\n";
+ std::string out = "#extension GL_ARB_separate_shader_objects : enable\n\n";
+ out += "// Shader Unique Id: GS" + id + "\n\n";
out += GetCommonDeclarations();
- out += R"(layout (location = 0) in vec4 gs_position[];
+ out += R"(
+layout (location = 0) in vec4 gs_position[];
layout (location = 0) out vec4 position;
layout (std140) uniform gs_config {
@@ -92,8 +94,8 @@ layout (std140) uniform gs_config {
uvec4 config_pack; // instance_id, flip_stage, y_direction, padding
uvec4 alpha_test;
};
-)";
+)";
ShaderIR program_ir(setup.program.code, PROGRAM_OFFSET);
ProgramResult program =
Decompile(program_ir, Maxwell3D::Regs::ShaderStage::Geometry, "geometry");
@@ -111,19 +113,19 @@ ProgramResult GenerateFragmentShader(const ShaderSetup& setup) {
const std::string id = fmt::format("{:016x}", setup.program.unique_identifier);
std::string out = "#version 430 core\n";
- out += "// Shader Unique Id: FS" + id + '\n';
- out += "#extension GL_ARB_separate_shader_objects : enable\n";
+ out += "#extension GL_ARB_separate_shader_objects : enable\n\n";
+ out += "// Shader Unique Id: FS" + id + "\n\n";
out += GetCommonDeclarations();
out += R"(
-layout(location = 0) out vec4 FragColor0;
-layout(location = 1) out vec4 FragColor1;
-layout(location = 2) out vec4 FragColor2;
-layout(location = 3) out vec4 FragColor3;
-layout(location = 4) out vec4 FragColor4;
-layout(location = 5) out vec4 FragColor5;
-layout(location = 6) out vec4 FragColor6;
-layout(location = 7) out vec4 FragColor7;
+layout (location = 0) out vec4 FragColor0;
+layout (location = 1) out vec4 FragColor1;
+layout (location = 2) out vec4 FragColor2;
+layout (location = 3) out vec4 FragColor3;
+layout (location = 4) out vec4 FragColor4;
+layout (location = 5) out vec4 FragColor5;
+layout (location = 6) out vec4 FragColor6;
+layout (location = 7) out vec4 FragColor7;
layout (location = 0) in vec4 position;
@@ -155,8 +157,9 @@ bool AlphaFunc(in float value) {
default:
return false;
}
-})";
+}
+)";
ShaderIR program_ir(setup.program.code, PROGRAM_OFFSET);
ProgramResult program =
Decompile(program_ir, Maxwell3D::Regs::ShaderStage::Fragment, "fragment");
@@ -171,4 +174,5 @@ void main() {
)";
return {out, program.second};
}
+
} // namespace OpenGL::GLShader \ No newline at end of file