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GL: minor fixes (#2105)
* Minor fixes * temporary disable 2-sided lighting * Disable user clip planes until they are properly handled
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6e07e07cd0
commit
bb66b97251
3 changed files with 30 additions and 142 deletions
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@ -114,9 +114,10 @@ static const reg_info reg_table[] =
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{ "gl_ClipDistance[1]", false, "dst_reg5", ".z", false },
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{ "gl_ClipDistance[2]", false, "dst_reg5", ".w", false },
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{ "gl_PointSize", false, "dst_reg6", ".x", false },
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{ "gl_ClipDistance[3]", false, "dst_reg6", ".y", false },
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{ "gl_ClipDistance[4]", false, "dst_reg6", ".z", false },
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{ "gl_ClipDistance[5]", false, "dst_reg6", ".w", false },
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//Disable user clip planes until they are properly handled
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//{ "gl_ClipDistance[3]", false, "dst_reg6", ".y", false },
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//{ "gl_ClipDistance[4]", false, "dst_reg6", ".z", false },
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//{ "gl_ClipDistance[5]", false, "dst_reg6", ".w", false },
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{ "tc0", true, "dst_reg7", "", false },
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{ "tc1", true, "dst_reg8", "", false },
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{ "tc2", true, "dst_reg9", "", false },
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@ -225,53 +226,15 @@ GLVertexProgram::GLVertexProgram()
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GLVertexProgram::~GLVertexProgram()
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{
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//if (m_decompiler_thread)
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//{
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// Wait();
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// if (m_decompiler_thread->IsAlive())
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// {
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// m_decompiler_thread->Stop();
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// }
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// delete m_decompiler_thread;
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// m_decompiler_thread = nullptr;
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//}
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Delete();
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}
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//void GLVertexProgram::Wait()
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//{
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// if (m_decompiler_thread && m_decompiler_thread->IsAlive())
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// {
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// m_decompiler_thread->Join();
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// }
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//}
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void GLVertexProgram::Decompile(const RSXVertexProgram& prog)
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{
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GLVertexDecompilerThread decompiler(prog, shader, parr);
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decompiler.Task();
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}
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//void GLVertexProgram::DecompileAsync(RSXVertexProgram& prog)
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//{
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// if (m_decompiler_thread)
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// {
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// Wait();
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// if (m_decompiler_thread->IsAlive())
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// {
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// m_decompiler_thread->Stop();
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// }
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//
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// delete m_decompiler_thread;
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// m_decompiler_thread = nullptr;
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// }
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//
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// m_decompiler_thread = new GLVertexDecompilerThread(prog.data, shader, parr);
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// m_decompiler_thread->Start();
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//}
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void GLVertexProgram::Compile()
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{
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if (id)
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@ -305,8 +268,6 @@ void GLVertexProgram::Compile()
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LOG_NOTICE(RSX, "%s", shader.c_str());
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Emu.Pause();
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}
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//else LOG_WARNING(RSX, "Vertex shader compiled successfully!");
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}
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void GLVertexProgram::Delete()
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