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https://github.com/libretro/RetroArch
synced 2025-02-22 03:40:43 +00:00
Use core blend correctly when using core context.
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parent
c71777f5ec
commit
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@ -23,8 +23,6 @@
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#include "../dynamic.h"
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#include "../dynamic.h"
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#include "../file.h"
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#include "../file.h"
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#define GLSL_DEBUG
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#ifdef HAVE_CONFIG_H
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#ifdef HAVE_CONFIG_H
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#include "../config.h"
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#include "../config.h"
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#endif
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#endif
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@ -225,7 +223,6 @@ static const char *stock_fragment_modern_blend =
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" gl_FragColor = color * texture2D(Texture, tex_coord);\n"
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" gl_FragColor = color * texture2D(Texture, tex_coord);\n"
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"}";
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"}";
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#ifndef HAVE_OPENGLES2
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static const char *stock_vertex_core_blend =
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static const char *stock_vertex_core_blend =
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"in vec2 TexCoord;\n"
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"in vec2 TexCoord;\n"
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"in vec2 VertexCoord;\n"
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"in vec2 VertexCoord;\n"
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@ -247,7 +244,6 @@ static const char *stock_fragment_core_blend =
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"void main() {\n"
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"void main() {\n"
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" FragColor = color * texture(Texture, tex_coord);\n"
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" FragColor = color * texture(Texture, tex_coord);\n"
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"}";
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"}";
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#endif
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static GLint get_uniform(GLuint prog, const char *base)
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static GLint get_uniform(GLuint prog, const char *base)
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{
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{
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@ -773,13 +769,11 @@ static bool gl_glsl_init(const char *path)
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const char *stock_fragment = glsl_shader->modern ?
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const char *stock_fragment = glsl_shader->modern ?
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stock_fragment_modern : stock_fragment_legacy;
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stock_fragment_modern : stock_fragment_legacy;
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#ifndef HAVE_OPENGLES2
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if (glsl_core)
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if (glsl_core)
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{
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{
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stock_vertex = stock_vertex_core;
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stock_vertex = stock_vertex_core;
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stock_fragment = stock_fragment_core;
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stock_fragment = stock_fragment_core;
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}
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}
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#endif
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#ifdef HAVE_OPENGLES2
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#ifdef HAVE_OPENGLES2
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if (!glsl_shader->modern)
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if (!glsl_shader->modern)
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@ -842,14 +836,8 @@ static bool gl_glsl_init(const char *path)
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if (glsl_shader->modern)
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if (glsl_shader->modern)
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{
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{
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#ifdef HAVE_OPENGLES2 // Avoid compiler warnings.
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gl_program[GL_SHADER_STOCK_BLEND] = compile_program(stock_vertex_modern_blend,
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stock_fragment_modern_blend, GL_SHADER_STOCK_BLEND);
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#else
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gl_program[GL_SHADER_STOCK_BLEND] = compile_program(glsl_core ? stock_vertex_core_blend : stock_vertex_modern_blend,
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gl_program[GL_SHADER_STOCK_BLEND] = compile_program(glsl_core ? stock_vertex_core_blend : stock_vertex_modern_blend,
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glsl_core ? stock_fragment_modern_blend : stock_fragment_modern_blend, GL_SHADER_STOCK_BLEND);
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glsl_core ? stock_fragment_core_blend : stock_fragment_modern_blend, GL_SHADER_STOCK_BLEND);
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#endif
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find_uniforms(0, gl_program[GL_SHADER_STOCK_BLEND], &gl_uniforms[GL_SHADER_STOCK_BLEND]);
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find_uniforms(0, gl_program[GL_SHADER_STOCK_BLEND], &gl_uniforms[GL_SHADER_STOCK_BLEND]);
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}
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}
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else
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else
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