mirror of https://github.com/AxioDL/metaforce.git
Update shader pipeline calls
This commit is contained in:
parent
bc2fe81a9e
commit
7f8e21a999
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@ -128,16 +128,16 @@ CLineRendererShaders::IDataBindingFactory* CLineRendererShaders::Initialize(boo:
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m_texAlpha = factory.newShaderPipeline(VS_GLSL_TEX, FS_GLSL_TEX, 1, "texs", 1, UniNames,
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boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
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false, true, false);
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boo::Primitive::TriStrips, false, true, false);
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m_texAdditive = factory.newShaderPipeline(VS_GLSL_TEX, FS_GLSL_TEX, 1, "texs", 1, UniNames,
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boo::BlendFactor::SrcAlpha, boo::BlendFactor::One,
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false, false, false);
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boo::Primitive::TriStrips, false, false, false);
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m_noTexAlpha = factory.newShaderPipeline(VS_GLSL_NOTEX, FS_GLSL_NOTEX, 1, nullptr, 1, UniNames,
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boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
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false, true, false);
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boo::Primitive::TriStrips, false, true, false);
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m_noTexAdditive = factory.newShaderPipeline(VS_GLSL_NOTEX, FS_GLSL_NOTEX, 1, nullptr, 1, UniNames,
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boo::BlendFactor::SrcAlpha, boo::BlendFactor::One,
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false, false, false);
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boo::Primitive::TriStrips, false, false, false);
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return new struct OGLLineDataBindingFactory;
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}
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@ -141,19 +141,19 @@ CLineRendererShaders::IDataBindingFactory* CLineRendererShaders::Initialize(boo:
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m_texAlpha = factory.newShaderPipeline(VS_METAL_TEX, FS_METAL_TEX, m_texVtxFmt,
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CGraphics::g_ViewportSamples,
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boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
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false, true, false);
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boo::Primitive::TriStrips, false, true, false);
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m_texAdditive = factory.newShaderPipeline(VS_METAL_TEX, FS_METAL_TEX, m_texVtxFmt,
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CGraphics::g_ViewportSamples,
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boo::BlendFactor::SrcAlpha, boo::BlendFactor::One,
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false, false, false);
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boo::Primitive::TriStrips, false, false, false);
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m_noTexAlpha = factory.newShaderPipeline(VS_METAL_NOTEX, FS_METAL_NOTEX, m_noTexVtxFmt,
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CGraphics::g_ViewportSamples,
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boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
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false, true, false);
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boo::Primitive::TriStrips, false, true, false);
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m_noTexAdditive = factory.newShaderPipeline(VS_METAL_NOTEX, FS_METAL_NOTEX, m_noTexVtxFmt,
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CGraphics::g_ViewportSamples,
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boo::BlendFactor::SrcAlpha, boo::BlendFactor::One,
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false, false, false);
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boo::Primitive::TriStrips, false, false, false);
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return new struct MetalLineDataBindingFactory;
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}
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@ -208,7 +208,7 @@ void CMoviePlayer::Initialize()
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YUVShaderPipeline = static_cast<boo::GLDataFactory*>(CGraphics::g_BooFactory)->newShaderPipeline
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(VS_GLSL_YUV, FS_GLSL_YUV, 3, "texs", 1, BlockNames,
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boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
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false, false, false);
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boo::Primitive::TriStrips, false, false, false);
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break;
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#if _WIN32
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case boo::IGraphicsDataFactory::Platform::D3D11:
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@ -216,7 +216,7 @@ void CMoviePlayer::Initialize()
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YUVShaderPipeline = static_cast<boo::ID3DDataFactory*>(CGraphics::g_BooFactory)->newShaderPipeline
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(VS_HLSL_YUV, FS_HLSL_YUV, ComPtr<ID3DBlob>(), ComPtr<ID3DBlob>(), ComPtr<ID3DBlob>(), YUVVTXFmt,
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boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
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false, false, false);
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boo::Primitive::TriStrips, false, false, false);
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break;
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#endif
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#if BOO_HAS_METAL
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@ -224,7 +224,7 @@ void CMoviePlayer::Initialize()
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YUVShaderPipeline = static_cast<boo::MetalDataFactory*>(CGraphics::g_BooFactory)->newShaderPipeline
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(VS_METAL_YUV, FS_METAL_YUV, YUVVTXFmt, 1,
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boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
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false, false, false);
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boo::Primitive::TriStrips, false, false, false);
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break;
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#endif
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#if BOO_HAS_VULKAN
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@ -232,7 +232,7 @@ void CMoviePlayer::Initialize()
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YUVShaderPipeline = static_cast<boo::VulkanDataFactory*>(CGraphics::g_BooFactory)->newShaderPipeline
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(VS_GLSL_YUV, FS_GLSL_YUV, YUVVTXFmt,
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boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
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false, false, false);
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boo::Primitive::TriStrips, false, false, false);
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break;
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#endif
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default: break;
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@ -272,70 +272,70 @@ CElementGenShaders::IDataBindingFactory* CElementGenShaders::Initialize(boo::GLD
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m_texZTestZWrite = factory.newShaderPipeline(VS_GLSL_TEX, FS_GLSL_TEX, 1, "texs", 1, UniNames,
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boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
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true, true, false);
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boo::Primitive::TriStrips, true, true, false);
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m_texNoZTestZWrite = factory.newShaderPipeline(VS_GLSL_TEX, FS_GLSL_TEX, 1, "texs", 1, UniNames,
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boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
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false, true, false);
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boo::Primitive::TriStrips, false, true, false);
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m_texZTestNoZWrite = factory.newShaderPipeline(VS_GLSL_TEX, FS_GLSL_TEX, 1, "texs", 1, UniNames,
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boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
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true, false, false);
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boo::Primitive::TriStrips, true, false, false);
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m_texNoZTestNoZWrite = factory.newShaderPipeline(VS_GLSL_TEX, FS_GLSL_TEX, 1, "texs", 1, UniNames,
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boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
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false, false, false);
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boo::Primitive::TriStrips, false, false, false);
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m_texAdditiveZTest = factory.newShaderPipeline(VS_GLSL_TEX, FS_GLSL_TEX, 1, "texs", 1, UniNames,
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boo::BlendFactor::SrcAlpha, boo::BlendFactor::One,
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true, false, false);
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boo::Primitive::TriStrips, true, false, false);
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m_texAdditiveNoZTest = factory.newShaderPipeline(VS_GLSL_TEX, FS_GLSL_TEX, 1, "texs", 1, UniNames,
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boo::BlendFactor::SrcAlpha, boo::BlendFactor::One,
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false, false, false);
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boo::Primitive::TriStrips, false, false, false);
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m_texRedToAlphaZTest = factory.newShaderPipeline(VS_GLSL_TEX, FS_GLSL_TEX_REDTOALPHA, 1, "texs", 1, UniNames,
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boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
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true, false, false);
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boo::Primitive::TriStrips, true, false, false);
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m_texRedToAlphaNoZTest = factory.newShaderPipeline(VS_GLSL_TEX, FS_GLSL_TEX_REDTOALPHA, 1, "texs", 1, UniNames,
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boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
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false, false, false);
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boo::Primitive::TriStrips, false, false, false);
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m_indTexZWrite = factory.newShaderPipeline(VS_GLSL_INDTEX, FS_GLSL_INDTEX, 3, "texs", 1, UniNames,
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boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
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false, true, false);
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boo::Primitive::TriStrips, false, true, false);
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m_indTexNoZWrite = factory.newShaderPipeline(VS_GLSL_INDTEX, FS_GLSL_INDTEX, 3, "texs", 1, UniNames,
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boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
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false, false, false);
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boo::Primitive::TriStrips, false, false, false);
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m_indTexAdditive = factory.newShaderPipeline(VS_GLSL_INDTEX, FS_GLSL_INDTEX, 3, "texs", 1, UniNames,
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boo::BlendFactor::SrcAlpha, boo::BlendFactor::One,
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false, true, false);
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boo::Primitive::TriStrips, false, true, false);
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m_cindTexZWrite = factory.newShaderPipeline(VS_GLSL_INDTEX, FS_GLSL_CINDTEX, 3, "texs", 1, UniNames,
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boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
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false, true, false);
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boo::Primitive::TriStrips, false, true, false);
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m_cindTexNoZWrite = factory.newShaderPipeline(VS_GLSL_INDTEX, FS_GLSL_CINDTEX, 3, "texs", 1, UniNames,
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boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
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false, false, false);
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boo::Primitive::TriStrips, false, false, false);
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m_cindTexAdditive = factory.newShaderPipeline(VS_GLSL_INDTEX, FS_GLSL_CINDTEX, 3, "texs", 1, UniNames,
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boo::BlendFactor::SrcAlpha, boo::BlendFactor::One,
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false, true, false);
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boo::Primitive::TriStrips, false, true, false);
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m_noTexZTestZWrite = factory.newShaderPipeline(VS_GLSL_NOTEX, FS_GLSL_NOTEX, 0, nullptr, 1, UniNames,
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boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
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true, true, false);
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boo::Primitive::TriStrips, true, true, false);
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m_noTexNoZTestZWrite = factory.newShaderPipeline(VS_GLSL_NOTEX, FS_GLSL_NOTEX, 0, nullptr, 1, UniNames,
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boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
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false, true, false);
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boo::Primitive::TriStrips, false, true, false);
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m_noTexZTestNoZWrite = factory.newShaderPipeline(VS_GLSL_NOTEX, FS_GLSL_NOTEX, 0, nullptr, 1, UniNames,
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boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
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true, false, false);
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boo::Primitive::TriStrips, true, false, false);
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m_noTexNoZTestNoZWrite = factory.newShaderPipeline(VS_GLSL_NOTEX, FS_GLSL_NOTEX, 0, nullptr, 1, UniNames,
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boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
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false, false, false);
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boo::Primitive::TriStrips, false, false, false);
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m_noTexAdditiveZTest = factory.newShaderPipeline(VS_GLSL_NOTEX, FS_GLSL_NOTEX, 0, nullptr, 1, UniNames,
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boo::BlendFactor::SrcAlpha, boo::BlendFactor::One,
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true, false, false);
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boo::Primitive::TriStrips, true, false, false);
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m_noTexAdditiveNoZTest = factory.newShaderPipeline(VS_GLSL_NOTEX, FS_GLSL_NOTEX, 0, nullptr, 1, UniNames,
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boo::BlendFactor::SrcAlpha, boo::BlendFactor::One,
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false, false, false);
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boo::Primitive::TriStrips, false, false, false);
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return new struct OGLElementDataBindingFactory;
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}
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@ -291,89 +291,89 @@ CElementGenShaders::IDataBindingFactory* CElementGenShaders::Initialize(boo::Met
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m_texZTestZWrite = factory.newShaderPipeline(VS_METAL_TEX, FS_METAL_TEX, m_vtxFormatTex,
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CGraphics::g_ViewportSamples,
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boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
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true, true, false);
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boo::Primitive::TriStrips, true, true, false);
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m_texNoZTestZWrite = factory.newShaderPipeline(VS_METAL_TEX, FS_METAL_TEX, m_vtxFormatTex,
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CGraphics::g_ViewportSamples,
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boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
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false, true, false);
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boo::Primitive::TriStrips, false, true, false);
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m_texZTestNoZWrite = factory.newShaderPipeline(VS_METAL_TEX, FS_METAL_TEX, m_vtxFormatTex,
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CGraphics::g_ViewportSamples,
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boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
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true, false, false);
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boo::Primitive::TriStrips, true, false, false);
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m_texNoZTestNoZWrite = factory.newShaderPipeline(VS_METAL_TEX, FS_METAL_TEX, m_vtxFormatTex,
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CGraphics::g_ViewportSamples,
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boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
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false, false, false);
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boo::Primitive::TriStrips, false, false, false);
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m_texAdditiveZTest = factory.newShaderPipeline(VS_METAL_TEX, FS_METAL_TEX, m_vtxFormatTex,
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CGraphics::g_ViewportSamples,
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boo::BlendFactor::SrcAlpha, boo::BlendFactor::One,
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true, false, false);
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boo::Primitive::TriStrips, true, false, false);
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m_texAdditiveNoZTest = factory.newShaderPipeline(VS_METAL_TEX, FS_METAL_TEX, m_vtxFormatTex,
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CGraphics::g_ViewportSamples,
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boo::BlendFactor::SrcAlpha, boo::BlendFactor::One,
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false, false, false);
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boo::Primitive::TriStrips, false, false, false);
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m_texRedToAlphaZTest = factory.newShaderPipeline(VS_METAL_TEX, FS_METAL_TEX_REDTOALPHA, m_vtxFormatTex,
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CGraphics::g_ViewportSamples,
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boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
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true, false, false);
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boo::Primitive::TriStrips, true, false, false);
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m_texRedToAlphaNoZTest = factory.newShaderPipeline(VS_METAL_TEX, FS_METAL_TEX_REDTOALPHA, m_vtxFormatTex,
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CGraphics::g_ViewportSamples,
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boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
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false, false, false);
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boo::Primitive::TriStrips, false, false, false);
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m_indTexZWrite = factory.newShaderPipeline(VS_METAL_INDTEX, FS_METAL_INDTEX, m_vtxFormatIndTex,
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CGraphics::g_ViewportSamples,
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boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
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false, true, false);
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boo::Primitive::TriStrips, false, true, false);
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m_indTexNoZWrite = factory.newShaderPipeline(VS_METAL_INDTEX, FS_METAL_INDTEX, m_vtxFormatIndTex,
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CGraphics::g_ViewportSamples,
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boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
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false, false, false);
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boo::Primitive::TriStrips, false, false, false);
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m_indTexAdditive = factory.newShaderPipeline(VS_METAL_INDTEX, FS_METAL_INDTEX, m_vtxFormatIndTex,
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CGraphics::g_ViewportSamples,
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boo::BlendFactor::SrcAlpha, boo::BlendFactor::One,
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false, true, false);
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boo::Primitive::TriStrips, false, true, false);
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m_cindTexZWrite = factory.newShaderPipeline(VS_METAL_INDTEX, FS_METAL_CINDTEX, m_vtxFormatIndTex,
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CGraphics::g_ViewportSamples,
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boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
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false, true, false);
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boo::Primitive::TriStrips, false, true, false);
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m_cindTexNoZWrite = factory.newShaderPipeline(VS_METAL_INDTEX, FS_METAL_CINDTEX, m_vtxFormatIndTex,
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CGraphics::g_ViewportSamples,
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boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
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false, false, false);
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boo::Primitive::TriStrips, false, false, false);
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m_cindTexAdditive = factory.newShaderPipeline(VS_METAL_INDTEX, FS_METAL_CINDTEX, m_vtxFormatIndTex,
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CGraphics::g_ViewportSamples,
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boo::BlendFactor::SrcAlpha, boo::BlendFactor::One,
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false, true, false);
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boo::Primitive::TriStrips, false, true, false);
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m_noTexZTestZWrite = factory.newShaderPipeline(VS_METAL_NOTEX, FS_METAL_NOTEX, m_vtxFormatNoTex,
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CGraphics::g_ViewportSamples,
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boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
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true, true, false);
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boo::Primitive::TriStrips, true, true, false);
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m_noTexNoZTestZWrite = factory.newShaderPipeline(VS_METAL_NOTEX, FS_METAL_NOTEX, m_vtxFormatNoTex,
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CGraphics::g_ViewportSamples,
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boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
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false, true, false);
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boo::Primitive::TriStrips, false, true, false);
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m_noTexZTestNoZWrite = factory.newShaderPipeline(VS_METAL_NOTEX, FS_METAL_NOTEX, m_vtxFormatNoTex,
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CGraphics::g_ViewportSamples,
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boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
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true, false, false);
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boo::Primitive::TriStrips, true, false, false);
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m_noTexNoZTestNoZWrite = factory.newShaderPipeline(VS_METAL_NOTEX, FS_METAL_NOTEX, m_vtxFormatNoTex,
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CGraphics::g_ViewportSamples,
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boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
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false, false, false);
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boo::Primitive::TriStrips, false, false, false);
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m_noTexAdditiveZTest = factory.newShaderPipeline(VS_METAL_NOTEX, FS_METAL_NOTEX, m_vtxFormatNoTex,
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CGraphics::g_ViewportSamples,
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boo::BlendFactor::SrcAlpha, boo::BlendFactor::One,
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true, false, false);
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boo::Primitive::TriStrips, true, false, false);
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m_noTexAdditiveNoZTest = factory.newShaderPipeline(VS_METAL_NOTEX, FS_METAL_NOTEX, m_vtxFormatNoTex,
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CGraphics::g_ViewportSamples,
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boo::BlendFactor::SrcAlpha, boo::BlendFactor::One,
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false, false, false);
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boo::Primitive::TriStrips, false, false, false);
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return new struct MetalElementDataBindingFactory;
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}
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2
hecl
2
hecl
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@ -1 +1 @@
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Subproject commit 83eae36cdc3193e941957c210c274f5f425eff57
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Subproject commit b413680ace23e0f51bffbaf6eb572df7912a6e6a
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2
specter
2
specter
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@ -1 +1 @@
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Subproject commit 8a6317a45035035a9fe911232edb4adf4b7260d9
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Subproject commit d3e4c1a63bd24ae946bab4560aaaeee288a3018e
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