Moving GL backend to new shader translator.
This seems to make a lot of things better, but may also break things. Cleanup to follow.
This commit is contained in:
@@ -24,8 +24,8 @@
|
||||
#include "xenia/gpu/command_processor.h"
|
||||
#include "xenia/gpu/gl4/draw_batcher.h"
|
||||
#include "xenia/gpu/gl4/gl4_shader.h"
|
||||
#include "xenia/gpu/gl4/gl4_shader_translator.h"
|
||||
#include "xenia/gpu/gl4/texture_cache.h"
|
||||
#include "xenia/gpu/glsl_shader_translator.h"
|
||||
#include "xenia/gpu/register_file.h"
|
||||
#include "xenia/gpu/xenos.h"
|
||||
#include "xenia/kernel/xthread.h"
|
||||
@@ -123,13 +123,14 @@ class GL4CommandProcessor : public CommandProcessor {
|
||||
UpdateStatus PopulateIndexBuffer(IndexBufferInfo* index_buffer_info);
|
||||
UpdateStatus PopulateVertexBuffers();
|
||||
UpdateStatus PopulateSamplers();
|
||||
UpdateStatus PopulateSampler(const Shader::SamplerDesc& desc);
|
||||
UpdateStatus PopulateSampler(
|
||||
const TranslatedShader::TextureBinding& texture_binding);
|
||||
bool IssueCopy() override;
|
||||
|
||||
CachedFramebuffer* GetFramebuffer(GLuint color_targets[4],
|
||||
GLuint depth_target);
|
||||
|
||||
GL4ShaderTranslator shader_translator_;
|
||||
GlslShaderTranslator shader_translator_;
|
||||
std::vector<std::unique_ptr<GL4Shader>> all_shaders_;
|
||||
std::unordered_map<uint64_t, GL4Shader*> shader_cache_;
|
||||
CachedFramebuffer* active_framebuffer_ = nullptr;
|
||||
|
||||
Reference in New Issue
Block a user