ogl: pixel format shader without resolving

v2: Don't use std::to_string as this function is broken on android.
This commit is contained in:
degasus 2014-05-01 12:45:05 +02:00
parent e150d307a6
commit c1b6fcc00b
3 changed files with 128 additions and 120 deletions

View file

@ -476,6 +476,8 @@ void ProgramShaderCache::CreateHeader ( void )
"%s\n" // ubo
"%s\n" // early-z
"%s\n" // 420pack
"%s\n" // msaa
"%s\n" // sample shading
// Precision defines for GLSL ES
"%s\n"
@ -504,6 +506,8 @@ void ProgramShaderCache::CreateHeader ( void )
, v<GLSL_140 ? "#extension GL_ARB_uniform_buffer_object : enable" : ""
, g_ActiveConfig.backend_info.bSupportsEarlyZ ? "#extension GL_ARB_shader_image_load_store : enable" : ""
, (g_ActiveConfig.backend_info.bSupportsBindingLayout && v < GLSLES_310) ? "#extension GL_ARB_shading_language_420pack : enable" : ""
, (g_ogl_config.bSupportsMSAA && v < GLSL_150) ? "#extension GL_ARB_texture_multisample : enable" : ""
, (g_ogl_config.bSupportSampleShading) ? "#extension GL_ARB_sample_shading : enable" : ""
, v>=GLSLES_300 ? "precision highp float;" : ""
, v>=GLSLES_300 ? "precision highp int;" : ""