GS/HW: VS expand instead of GS for DX/GL/Vulkan

This commit is contained in:
Stenzek authored and refractionpcsx2 committed 2023-04-13 11:12:11 +01:00
1 parent 6877abb2ec
commit 7f7dd60587
51 files changed
+1151 -1301

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+1 -18
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@@ -35,8 +35,6 @@ namespace GL
prog.m_program_id = 0;
m_vertex_shader_id = prog.m_vertex_shader_id;
prog.m_vertex_shader_id = 0;
m_geometry_shader_id = prog.m_geometry_shader_id;
prog.m_geometry_shader_id = 0;
m_fragment_shader_id = prog.m_fragment_shader_id;
prog.m_fragment_shader_id = 0;
m_uniform_locations = std::move(prog.m_uniform_locations);
@@ -102,8 +100,7 @@ namespace GL
s_last_program_id = 0;
}
bool Program::Compile(const std::string_view vertex_shader, const std::string_view geometry_shader,
const std::string_view fragment_shader)
bool Program::Compile(const std::string_view vertex_shader, const std::string_view fragment_shader)
{
if (!vertex_shader.empty())
{
@@ -112,13 +109,6 @@ namespace GL
return false;
}
if (!geometry_shader.empty())
{
m_geometry_shader_id = CompileShader(GL_GEOMETRY_SHADER, geometry_shader);
if (m_geometry_shader_id == 0)
return false;
}
if (!fragment_shader.empty())
{
m_fragment_shader_id = CompileShader(GL_FRAGMENT_SHADER, fragment_shader);
@@ -129,8 +119,6 @@ namespace GL
m_program_id = glCreateProgram();
if (m_vertex_shader_id != 0)
glAttachShader(m_program_id, m_vertex_shader_id);
if (m_geometry_shader_id != 0)
glAttachShader(m_program_id, m_geometry_shader_id);
if (m_fragment_shader_id != 0)
glAttachShader(m_program_id, m_fragment_shader_id);
return true;
@@ -240,9 +228,6 @@ namespace GL
if (m_vertex_shader_id != 0)
glDeleteShader(m_vertex_shader_id);
m_vertex_shader_id = 0;
if (m_geometry_shader_id != 0)
glDeleteShader(m_geometry_shader_id);
m_geometry_shader_id = 0;
if (m_fragment_shader_id != 0)
glDeleteShader(m_fragment_shader_id);
m_fragment_shader_id = 0;
@@ -541,8 +526,6 @@ namespace GL
prog.m_program_id = 0;
m_vertex_shader_id = prog.m_vertex_shader_id;
prog.m_vertex_shader_id = 0;
m_geometry_shader_id = prog.m_geometry_shader_id;
prog.m_geometry_shader_id = 0;
m_fragment_shader_id = prog.m_fragment_shader_id;
prog.m_fragment_shader_id = 0;
m_uniform_locations = std::move(prog.m_uniform_locations);