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Try to use new shaders decompiler in OpenGL backend
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parent
251fb86ab0
commit
083c4fc855
17 changed files with 806 additions and 115 deletions
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@ -235,7 +235,7 @@ u32 GLGSRender::set_vertex_buffer()
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auto &vertex_info = vertex_arrays_info[index];
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int location;
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if (!m_program->uniforms.has_location(reg_table[index] + "_buffer", &location))
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if (!m_program->attribs.has_location(rsx::vertex_program::input_attrib_names[index], &location))
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continue;
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if (!vertex_info.size) // disabled, bind a null sampler
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@ -303,7 +303,7 @@ u32 GLGSRender::set_vertex_buffer()
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for (int index = 0; index < rsx::limits::vertex_count; ++index)
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{
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int location;
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if (!m_program->uniforms.has_location(reg_table[index] + "_buffer", &location))
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if (!m_program->attribs.has_location(rsx::vertex_program::input_attrib_names[index], &location))
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continue;
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bool enabled = !!(input_mask & (1 << index));
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