Try to use new shaders decompiler in OpenGL backend

This commit is contained in:
O1L 2016-06-16 20:19:45 +03:00 committed by DHrpcs3
parent 251fb86ab0
commit 083c4fc855
17 changed files with 806 additions and 115 deletions

View file

@ -235,7 +235,7 @@ u32 GLGSRender::set_vertex_buffer()
auto &vertex_info = vertex_arrays_info[index];
int location;
if (!m_program->uniforms.has_location(reg_table[index] + "_buffer", &location))
if (!m_program->attribs.has_location(rsx::vertex_program::input_attrib_names[index], &location))
continue;
if (!vertex_info.size) // disabled, bind a null sampler
@ -303,7 +303,7 @@ u32 GLGSRender::set_vertex_buffer()
for (int index = 0; index < rsx::limits::vertex_count; ++index)
{
int location;
if (!m_program->uniforms.has_location(reg_table[index] + "_buffer", &location))
if (!m_program->attribs.has_location(rsx::vertex_program::input_attrib_names[index], &location))
continue;
bool enabled = !!(input_mask & (1 << index));