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common/d3d12/gl: Start implementing cubemap sampling
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parent
80dc122742
commit
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17 changed files with 130 additions and 28 deletions
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@ -9,8 +9,8 @@ struct GLFragmentDecompilerThread : public FragmentProgramDecompiler
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std::string& m_shader;
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ParamArray& m_parrDummy;
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public:
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GLFragmentDecompilerThread(std::string& shader, ParamArray& parr, u32 addr, u32& size, u32 ctrl)
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: FragmentProgramDecompiler(addr, size, ctrl)
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GLFragmentDecompilerThread(std::string& shader, ParamArray& parr, u32 addr, u32& size, u32 ctrl, const std::vector<texture_dimension> &texture_dimensions)
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: FragmentProgramDecompiler(addr, size, ctrl, texture_dimensions)
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, m_shader(shader)
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, m_parrDummy(parr)
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{
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@ -49,8 +49,9 @@ public:
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/**
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* Decompile a fragment shader located in the PS3's Memory. This function operates synchronously.
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* @param prog RSXShaderProgram specifying the location and size of the shader in memory
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* @param td texture dimensions of input textures
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*/
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void Decompile(RSXFragmentProgram& prog);
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void Decompile(RSXFragmentProgram& prog, const std::vector<texture_dimension> &td);
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/** Compile the decompiled fragment shader into a format we can use with OpenGL. */
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void Compile();
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