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Merge pull request #2524 from ReinUsesLisp/fixup-extension
gl_shader_gen: Always declare extensions after the version declaration
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commit
2eb4d27c48
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@ -35,6 +35,7 @@ Device::Device(std::nullptr_t) {
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bool Device::TestVariableAoffi() {
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const GLchar* AOFFI_TEST = R"(#version 430 core
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// This is a unit test, please ignore me on apitrace bug reports.
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uniform sampler2D tex;
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uniform ivec2 variable_offset;
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void main() {
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@ -170,7 +170,8 @@ GLShader::ProgramResult CreateProgram(const Device& device, Maxwell::ShaderProgr
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CachedProgram SpecializeShader(const std::string& code, const GLShader::ShaderEntries& entries,
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Maxwell::ShaderProgram program_type, BaseBindings base_bindings,
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GLenum primitive_mode, bool hint_retrievable = false) {
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std::string source = "#version 430 core\n";
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std::string source = "#version 430 core\n"
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"#extension GL_ARB_separate_shader_objects : enable\n\n";
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source += fmt::format("#define EMULATION_UBO_BINDING {}\n", base_bindings.cbuf++);
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for (const auto& cbuf : entries.const_buffers) {
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@ -19,8 +19,7 @@ static constexpr u32 PROGRAM_OFFSET{10};
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ProgramResult GenerateVertexShader(const Device& device, const ShaderSetup& setup) {
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const std::string id = fmt::format("{:016x}", setup.program.unique_identifier);
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std::string out = "#extension GL_ARB_separate_shader_objects : enable\n\n";
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out += "// Shader Unique Id: VS" + id + "\n\n";
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std::string out = "// Shader Unique Id: VS" + id + "\n\n";
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out += GetCommonDeclarations();
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out += R"(
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@ -82,8 +81,7 @@ void main() {
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ProgramResult GenerateGeometryShader(const Device& device, const ShaderSetup& setup) {
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const std::string id = fmt::format("{:016x}", setup.program.unique_identifier);
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std::string out = "#extension GL_ARB_separate_shader_objects : enable\n\n";
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out += "// Shader Unique Id: GS" + id + "\n\n";
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std::string out = "// Shader Unique Id: GS" + id + "\n\n";
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out += GetCommonDeclarations();
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out += R"(
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@ -113,8 +111,7 @@ void main() {
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ProgramResult GenerateFragmentShader(const Device& device, const ShaderSetup& setup) {
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const std::string id = fmt::format("{:016x}", setup.program.unique_identifier);
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std::string out = "#extension GL_ARB_separate_shader_objects : enable\n\n";
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out += "// Shader Unique Id: FS" + id + "\n\n";
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std::string out = "// Shader Unique Id: FS" + id + "\n\n";
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out += GetCommonDeclarations();
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out += R"(
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