common/d3d12/gl: Start implementing cubemap sampling

This commit is contained in:
Vincent Lejeune 2015-12-10 02:52:27 +01:00
parent 80dc122742
commit 6221fecf3b
17 changed files with 130 additions and 28 deletions

View file

@ -9,8 +9,8 @@ struct GLFragmentDecompilerThread : public FragmentProgramDecompiler
std::string& m_shader;
ParamArray& m_parrDummy;
public:
GLFragmentDecompilerThread(std::string& shader, ParamArray& parr, u32 addr, u32& size, u32 ctrl)
: FragmentProgramDecompiler(addr, size, ctrl)
GLFragmentDecompilerThread(std::string& shader, ParamArray& parr, u32 addr, u32& size, u32 ctrl, const std::vector<texture_dimension> &texture_dimensions)
: FragmentProgramDecompiler(addr, size, ctrl, texture_dimensions)
, m_shader(shader)
, m_parrDummy(parr)
{
@ -49,8 +49,9 @@ public:
/**
* Decompile a fragment shader located in the PS3's Memory. This function operates synchronously.
* @param prog RSXShaderProgram specifying the location and size of the shader in memory
* @param td texture dimensions of input textures
*/
void Decompile(RSXFragmentProgram& prog);
void Decompile(RSXFragmentProgram& prog, const std::vector<texture_dimension> &td);
/** Compile the decompiled fragment shader into a format we can use with OpenGL. */
void Compile();