rsx: Switch common codegen to use the glsl scripts

This commit is contained in:
kd-11 2023-06-20 00:20:51 +03:00 committed by kd-11
parent cffcfad42a
commit 89c81d9f22
8 changed files with 193 additions and 545 deletions

View file

@ -191,6 +191,7 @@ void GLFragmentDecompilerThread::insertGlobalFunctions(std::stringstream &OS)
m_shader_props.require_texture_expand = properties.has_exp_tex_op;
m_shader_props.require_srgb_to_linear = properties.has_upg;
m_shader_props.require_linear_to_srgb = properties.has_pkg;
m_shader_props.require_fog_read = properties.in_register_mask & in_fogc;
m_shader_props.emulate_coverage_tests = true; // g_cfg.video.antialiasing_level == msaa_level::none;
m_shader_props.emulate_shadow_compare = device_props.emulate_depth_compare;
m_shader_props.low_precision_tests = ::gl::get_driver_caps().vendor_NVIDIA && !(m_prog.ctrl & RSX_SHADER_CONTROL_ATTRIBUTE_INTERPOLATION);
@ -203,9 +204,6 @@ void GLFragmentDecompilerThread::insertGlobalFunctions(std::stringstream &OS)
void GLFragmentDecompilerThread::insertMainStart(std::stringstream & OS)
{
if (properties.in_register_mask & in_fogc)
program_common::insert_fog_declaration(OS);
std::set<std::string> output_registers;
if (m_ctrl & CELL_GCM_SHADER_CONTROL_32_BITS_EXPORTS)
{