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@ -80,7 +80,7 @@ struct blit_swizzle_and_type { |
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bool is_array; |
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}; |
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static GLint build_and_check(GLenum shader_type, const char *buf) |
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static GLint blit_shader_build_and_check(GLenum shader_type, const char *buf) |
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{ |
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GLint param; |
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GLint id = glCreateShader(shader_type); |
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@ -100,7 +100,7 @@ static GLint build_and_check(GLenum shader_type, const char *buf) |
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return id; |
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} |
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static bool link_and_check(GLuint prog_id) |
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static bool blit_shader_link_and_check(GLuint prog_id) |
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{ |
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GLint lret; |
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@ -271,7 +271,7 @@ static GLuint blit_build_frag_tex_col(struct vrend_blitter_ctx *blit_ctx, |
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VREND_DEBUG(dbg_blit, NULL, "-- Blit FS shader MSAA: %d -----------------\n" |
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"%s\n---------------------------------------\n", msaa, shader_buf); |
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return build_and_check(GL_FRAGMENT_SHADER, shader_buf); |
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return blit_shader_build_and_check(GL_FRAGMENT_SHADER, shader_buf); |
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} |
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static GLuint blit_build_frag_depth(struct vrend_blitter_ctx *blit_ctx, int tgsi_tex_target, bool msaa) |
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@ -294,7 +294,7 @@ static GLuint blit_build_frag_depth(struct vrend_blitter_ctx *blit_ctx, int tgsi |
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snprintf(shader_buf, 4096, blit_ctx->use_gles ? FS_TEXFETCH_DS_GLES : FS_TEXFETCH_DS_GL, |
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vrend_shader_samplertypeconv(blit_ctx->use_gles, tgsi_tex_target), swizzle_and_type.swizzle); |
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return build_and_check(GL_FRAGMENT_SHADER, shader_buf); |
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return blit_shader_build_and_check(GL_FRAGMENT_SHADER, shader_buf); |
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} |
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static GLuint blit_get_frag_tex_writedepth(struct vrend_blitter_ctx *blit_ctx, int pipe_tex_target, unsigned nr_samples) |
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@ -385,7 +385,7 @@ static void vrend_renderer_init_blit_ctx(struct vrend_blitter_ctx *blit_ctx) |
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glGenFramebuffers(1, &blit_ctx->fb_id); |
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glGenBuffers(1, &blit_ctx->vbo_id); |
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blit_ctx->vs = build_and_check(GL_VERTEX_SHADER, |
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blit_ctx->vs = blit_shader_build_and_check(GL_VERTEX_SHADER, |
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blit_ctx->use_gles ? VS_PASSTHROUGH_GLES : VS_PASSTHROUGH_GL); |
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for (i = 0; i < 4; i++) |
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@ -740,7 +740,7 @@ void vrend_renderer_blit_gl(ASSERTED struct vrend_context *ctx, |
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} |
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glAttachShader(prog_id, fs_id); |
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if(!link_and_check(prog_id)) |
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if(!blit_shader_link_and_check(prog_id)) |
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return; |
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glUseProgram(prog_id); |
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