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Diffstat (limited to 'src/video_core/renderer_opengl/gl_rasterizer.cpp')
-rw-r--r--src/video_core/renderer_opengl/gl_rasterizer.cpp59
1 files changed, 56 insertions, 3 deletions
diff --git a/src/video_core/renderer_opengl/gl_rasterizer.cpp b/src/video_core/renderer_opengl/gl_rasterizer.cpp
index 24cfff229..8b08de011 100644
--- a/src/video_core/renderer_opengl/gl_rasterizer.cpp
+++ b/src/video_core/renderer_opengl/gl_rasterizer.cpp
@@ -54,6 +54,8 @@ static void SetShaderUniformBlockBindings(GLuint shader) {
}
RasterizerOpenGL::RasterizerOpenGL() {
+ shader_dirty = true;
+
has_ARB_buffer_storage = false;
has_ARB_direct_state_access = false;
has_ARB_separate_shader_objects = false;
@@ -106,8 +108,6 @@ RasterizerOpenGL::RasterizerOpenGL() {
state.draw.vertex_buffer = stream_buffer->GetHandle();
pipeline.Create();
- vs_input_index_min = 0;
- vs_input_index_max = 0;
state.draw.program_pipeline = pipeline.handle;
state.draw.shader_program = 0;
state.draw.vertex_array = hw_vao.handle;
@@ -233,7 +233,60 @@ bool RasterizerOpenGL::AccelerateDisplay(const void* config, PAddr framebuffer_a
}
void RasterizerOpenGL::SetShader() {
- UNIMPLEMENTED();
+ // TODO(bunnei): The below sets up a static test shader for passing untransformed vertices to
+ // OpenGL for rendering. This should be removed/replaced when we start emulating Maxwell
+ // shaders.
+
+ static constexpr char vertex_shader[] = R"(
+#version 150 core
+
+in vec2 vert_position;
+in vec2 vert_tex_coord;
+out vec2 frag_tex_coord;
+
+void main() {
+ // Multiply input position by the rotscale part of the matrix and then manually translate by
+ // the last column. This is equivalent to using a full 3x3 matrix and expanding the vector
+ // to `vec3(vert_position.xy, 1.0)`
+ gl_Position = vec4(mat2(mat3x2(0.0015625f, 0.0, 0.0, -0.0027778, -1.0, 1.0)) * vert_position + mat3x2(0.0015625f, 0.0, 0.0, -0.0027778, -1.0, 1.0)[2], 0.0, 1.0);
+ frag_tex_coord = vert_tex_coord;
+}
+)";
+
+ static constexpr char fragment_shader[] = R"(
+#version 150 core
+
+in vec2 frag_tex_coord;
+out vec4 color;
+
+uniform sampler2D color_texture;
+
+void main() {
+ color = vec4(1.0, 0.0, 0.0, 1.0);
+}
+)";
+
+ if (current_shader) {
+ return;
+ }
+
+ LOG_ERROR(HW_GPU, "Emulated shaders are not supported! Using a passthrough shader.");
+
+ current_shader = &test_shader;
+ if (has_ARB_separate_shader_objects) {
+ test_shader.shader.Create(vertex_shader, nullptr, fragment_shader, {}, true);
+ glActiveShaderProgram(pipeline.handle, test_shader.shader.handle);
+ } else {
+ ASSERT_MSG(false, "Unimplemented");
+ }
+
+ state.draw.shader_program = test_shader.shader.handle;
+ state.Apply();
+
+ if (has_ARB_separate_shader_objects) {
+ state.draw.shader_program = 0;
+ state.Apply();
+ }
}
void RasterizerOpenGL::SyncClipEnabled() {