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Use regular uniform location
The support for GL_ARB_explicit_uniform_location is not that good (53% according to http://feedback.wildfiregames.com/report/opengl/feature/GL_ARB_explicit_uniform_location). This fix the shader compilation on Intel HD 4000 (#1222).
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@ -492,9 +492,10 @@ void RasterizerOpenGL::SetShader() {
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state.Apply();
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// Set the texture samplers to correspond to different texture units
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glUniform1i(PicaShader::Uniform::Texture0, 0);
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glUniform1i(PicaShader::Uniform::Texture1, 1);
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glUniform1i(PicaShader::Uniform::Texture2, 2);
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GLuint uniform_tex = glGetUniformLocation(shader->shader.handle, "tex");
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glUniform1i(uniform_tex, 0);
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glUniform1i(uniform_tex + 1, 1);
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glUniform1i(uniform_tex + 2, 2);
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current_shader = shader_cache.emplace(config, std::move(shader)).first->second.get();
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@ -138,13 +138,6 @@ public:
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struct PicaShader {
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/// OpenGL shader resource
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OGLShader shader;
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/// Fragment shader uniforms
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enum Uniform : GLuint {
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Texture0 = 0,
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Texture1 = 1,
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Texture2 = 2,
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};
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};
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private:
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@ -321,8 +321,6 @@ static void WriteTevStage(std::string& out, const PicaShaderConfig& config, unsi
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std::string GenerateFragmentShader(const PicaShaderConfig& config) {
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std::string out = R"(
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#version 330
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#extension GL_ARB_explicit_uniform_location : require
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#define NUM_TEV_STAGES 6
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in vec4 primary_color;
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@ -338,9 +336,7 @@ layout (std140) uniform shader_data {
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)";
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using Uniform = RasterizerOpenGL::PicaShader::Uniform;
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out += "layout(location = " + std::to_string((int)Uniform::Texture0) + ") uniform sampler2D tex[3];\n";
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out += "uniform sampler2D tex[3];\n";
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out += "void main() {\n";
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out += "vec4 combiner_buffer = tev_combiner_buffer_color;\n";
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out += "vec4 last_tex_env_out = vec4(0.0);\n";
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