void GSDeviceOGL::CreateTextureFX() { m_vs_cb = new GSUniformBufferOGL(g_vs_cb_index, sizeof(VSConstantBuffer)); m_ps_cb = new GSUniformBufferOGL(g_ps_cb_index, sizeof(PSConstantBuffer)); // warning 1 sampler by image unit. So you cannot reuse m_ps_ss... m_palette_ss = CreateSampler(false, false, false); gl_BindSampler(1, m_palette_ss); GSInputLayoutOGL vert_format[] = { {0 , 2 , GL_FLOAT , GL_FALSE , sizeof(GSVertex) , (const GLvoid*)(0) } , {1 , 4 , GL_UNSIGNED_BYTE , GL_TRUE , sizeof(GSVertex) , (const GLvoid*)(8) } , {2 , 1 , GL_FLOAT , GL_FALSE , sizeof(GSVertex) , (const GLvoid*)(12) } , {3 , 2 , GL_UNSIGNED_SHORT , GL_FALSE , sizeof(GSVertex) , (const GLvoid*)(16) } , {4 , 1 , GL_UNSIGNED_INT , GL_FALSE , sizeof(GSVertex) , (const GLvoid*)(20) } , {5 , 2 , GL_UNSIGNED_SHORT , GL_FALSE , sizeof(GSVertex) , (const GLvoid*)(24) } , {6 , 4 , GL_UNSIGNED_BYTE , GL_TRUE , sizeof(GSVertex) , (const GLvoid*)(28) } , }; m_vb = new GSVertexBufferStateOGL(sizeof(GSVertex), vert_format, countof(vert_format)); // Pre compile all Geometry & Vertex Shader // It might cost a seconds at startup but it would reduce benchmark pollution m_gs = CompileGS(); for (uint32 key = 0; key < VSSelector::size(); key++) m_vs[key] = CompileVS(VSSelector(key)); for (uint32 key = 0; key < OMDepthStencilSelector::size(); key++) m_om_dss[key] = CreateDepthStencil(OMDepthStencilSelector(key)); // Help to debug FS in apitrace m_apitrace = CompilePS(PSSelector()); // VS gl_position.z => [-1,-1] // FS depth => [0, 1] // because of -1 we loose lot of precision for small GS value // This extension allow FS depth to range from -1 to 1. So // gl_position.z could range from [0, 1] if (GLLoader::found_GL_NV_depth_buffer_float) { gl_DepthRangedNV(-1.0f, 1.0f); } }
void GSDeviceOGL::CreateTextureFX() { m_vs_cb = new GSUniformBufferOGL(g_vs_cb_index, sizeof(VSConstantBuffer)); m_ps_cb = new GSUniformBufferOGL(g_ps_cb_index, sizeof(PSConstantBuffer)); // warning 1 sampler by image unit. So you cannot reuse m_ps_ss... m_palette_ss = CreateSampler(false, false, false); gl_BindSampler(1, m_palette_ss); GSInputLayoutOGL vert_format[] = { {0 , 2 , GL_FLOAT , GL_FALSE , sizeof(GSVertex) , (const GLvoid*)(0) } , {1 , 4 , GL_UNSIGNED_BYTE , GL_TRUE , sizeof(GSVertex) , (const GLvoid*)(8) } , {2 , 1 , GL_FLOAT , GL_FALSE , sizeof(GSVertex) , (const GLvoid*)(12) } , {3 , 2 , GL_UNSIGNED_SHORT , GL_FALSE , sizeof(GSVertex) , (const GLvoid*)(16) } , {4 , 1 , GL_UNSIGNED_INT , GL_FALSE , sizeof(GSVertex) , (const GLvoid*)(20) } , {5 , 2 , GL_UNSIGNED_SHORT , GL_FALSE , sizeof(GSVertex) , (const GLvoid*)(24) } , {6 , 4 , GL_UNSIGNED_BYTE , GL_TRUE , sizeof(GSVertex) , (const GLvoid*)(28) } , }; m_vb = new GSVertexBufferStateOGL(sizeof(GSVertex), vert_format, countof(vert_format)); // Pre compile all Geometry & Vertex Shader // It might cost a seconds at startup but it would reduce benchmark pollution m_gs = CompileGS(); for (uint32 key = 0; key < VSSelector::size(); key++) m_vs[key] = CompileVS(VSSelector(key)); for (uint32 key = 0; key < OMDepthStencilSelector::size(); key++) m_om_dss[key] = CreateDepthStencil(OMDepthStencilSelector(key)); // Help to debug FS in apitrace m_apitrace = CompilePS(PSSelector()); if (!!theApp.GetConfig("GL_NV_Depth", 0)) { gl_DepthRangedNV(-1.0f, 1.0f); } }